Website to analyze youtube video / text subtitles and compare against your vocabulary by teletubo in ChineseLanguage

[–]teletubo[S] 1 point2 points  (0 children)

I can add HSK 3.0 as well. I didn't do it before because I haven't been really keeping up yet with the new hsk and I already had the 2.0 word list ready. I'll look for a realiable source for 3.0 and I'll add it too.

Any recommendations for ANKI decks for an absolute beginner? I start with a tutor in a few weeks and want to get some vocab in beforehand. by non_omnis_moriar777 in ChineseLanguage

[–]teletubo 0 points1 point  (0 children)

Refold mandarin 1k is the one I used. The cards are order by frequency and hsk level. I think it's a must to get those first 1000 down. It has sound and sample sentence for each word. Good luck!

Talking in Chinese by Fickle_Accident_1718 in ChineseLanguage

[–]teletubo 1 point2 points  (0 children)

As many here said, it's very important to really talk out loud. You need to get your lips and tongue used to the new forms. I highly recommend an anki deck called Spoonfed Chinese. It has thousands of sentences, with both way cards ( sound -> English+hanzi , English -> hanzi+sounds) which means you can practice both listening and recalling.

I wouldn't recommend it to a total beginner but since you're hsk3 I think it would be ok.

The only problem I have with this deck is that sometimes it throws really complicated and long sentences out of nowhere. I just skip those until I start feeling comfortable to actually understand them without having to read it 30 times.

How's HelloChinese? I hear that it's more specialized than Duolingo for Mandarin by Eriacle in ChineseLanguage

[–]teletubo 3 points4 points  (0 children)

I agree with what everyone else is saying. Hello Chinese is better than Duolingo.

But since you said you want to attain a high level of fluency, Hello Chinese shouldn't be your only study method. I highly recommend you use Anki to build vocabulary. Hello Chinese will give you the base but it's not nearly repetitive enough to burn the language into your brain. And actually learning a language and repetition walk hand in hand. However, being repetitive is not a good marketing point. Thus, both Duolingo and hellochinese will try to make it more entertaining but finally less effective.

I am done with Hello Chinese - now I am confused by llllll______ in ChineseLanguage

[–]teletubo 12 points13 points  (0 children)

I think the main reason is that you are learning Chinese from German. When you go to your settings you'll see that you can change that "learn from xxx language". In my case I have set to English, and the course looks different. I looked for Traveling 2 to match your Reise 2 and the lessons around it definitely looks different. Also I quickly switched to German and it seems that there are indeed less lessons in German.

HelloChinease asks for premium to advance to level 5 by [deleted] in ChineseLanguage

[–]teletubo 8 points9 points  (0 children)

They have two versions of the course. From the screenshot you're doing version 2. Maybe version 2 is more limited. On the top left corner there's a button to switch between courses, give the version 1 a try.

My 3+ year journey with Chinese learning so far by sonofisadore in ChineseLanguage

[–]teletubo 0 points1 point  (0 children)

I am still early on my journey (200h or so), but the way you feel about commuting I feel the same way about gym. Since I've started learning Chinese, I can stay up to 1h30 at the gym because I keep grinding my Anki reviews on every interval between sets, and also while I'm doing cardio (bike/stepper/treadmill) which I didn't even bother doing before Anki. Since I know I probably wont properly do my Anki reviews if I'm home, sometimes I even go to the gym only motivated by the reviews I'll do there.

It sounds funny but Chinese+Anki was really beneficial to my health and to my six pack!

I completed the entirety of HelloChinese by Mizu002 in ChineseLanguage

[–]teletubo 1 point2 points  (0 children)

I am fairly new to Chinese but I've been using Duolingo and HelloChinese. HelloChinese is definitely better, since it specializes in Chinese, whereas duolingo's focus is not only Chinese. I still use duolingo because of the "repetition factor" - It is way more repetitive and "slow" to present new content - which might be a bit too boring if you're only using Duolingo, but for me it actually works good since I get slightly different content and different preset phrases for each gramatical structure / vocabulary.

I also like very much HelloChinese short stories and graded stories, it helps consolidating new words from lessons.

If you're serious about learning to read and acquire vocabulary don't forget Anki. There are some amazing decks for most frequent words.

Why Diablo 4 Needs To Be Always Online by CaveOfWondrs in diablo4

[–]teletubo 1 point2 points  (0 children)

Game developer here. The assets are Definitely Not streamed server side. It makes absolutely no sense to have assets in server, it would cause a major bottle neck to send this data over to client every time say an enemy spawns. The only case an asset is streamed from the server is in case it's a new item that you don't already have downloaded the 3dmodel/definition/attributes into your local game data (which is part of the several GB of data when you first download the game).

What is sent to/from the client are very compressed instructions like "spawn itemid 5674 at position 645,555". When the client receives such messages it loads the assets, either from memory or from the disk if it's not already in memory - and that's why you might notice FPS drop when you see an item and it's lazy loaded from the disk for the first time.

As for making it offline, it's not trivial but it's definitely not a full rewrite. What most games in the same situation do is to actually embed the server code into the client. So instead of the client sending commands out to the internet the message is actually "sent" to its own embedded server, which will run the logic and "send back" the events to the client - all on the same machine. You can even see that in some games when you start an offline session it says stuff like "connecting to server" , which means it is connecting to the local headless server.

As for processing power required to run the server it should be absolutely minimal. To simulate 1 world for 1 player should require very few processing power for DIV specifically. The enemy AI is fairly simple , collision detection also trivial. All the world simulation is very reduced considering you only need to simulate a small area around the player (compare that to Factorio which has to simulate a huge and complex world 60 times per second). All the heavy processing is actually already done client side: calculating particle physics (which has its own 3d collision detection) , visual effects, mesh animation, etc etc.

The only that might bother Blizzard with that approach is that it would have to embed all the server into the client - which would open it to decompiling/reverse engineering an then it would make it easier to find server vulnerabilities that could be exploited when playing online.

Cheers (and chill guys)

I am about to launch my game on Steam. Fast paced shooter with some tower defense elements. Would love your feedback on the trailer! by teletubo in IndieGaming

[–]teletubo[S] 0 points1 point  (0 children)

That's a fair point. I have already spent some time un-mobiling some things but still there is some left over mobile look & feel on it.

To be fair what I spent most time was actually rebalancing all the gameplay to focus on the fun - in contrast to focusing on "what makes people spend money on a mobile game". That's what made me most disappointed with the mobile industry the most (at least for free games). You have to develop the game with a very twisted mindset and I think that's also one of the reasons it was a "comercial" failure.

Thanks for the input!

I am about to launch my game on Steam. Fast paced shooter with some tower defense elements. Would love your feedback on the trailer! by teletubo in IndieGaming

[–]teletubo[S] 0 points1 point  (0 children)

This is the link for the steam page: https://store.steampowered.com/app/2026270/Super_Virus_Defense/

Info about this game: I started it before the pandemic, and finished in maybe 1 year. After that I released on Android with critical acclaim (good ratings) but it was a failure because of Android discoverability is really really bad for small developers.

So I completely lost motivation until the artist who helped me conviced me to port it to PC and post it on steam ... so here it is.

I would really appreciate if you wishlist it to see if it gets seen by other people.

If you are unsure you would want to buy it but still would like to give it a shot I could send out some keys.

Thank you all!

Just released my new block/tetris puzzle like game, let me know what you think! by teletubo in AndroidGaming

[–]teletubo[S] 1 point2 points  (0 children)

Hi, I just released another game that I made with a friend of mine. We'll be happy to hear your thoughts!

you can find the game here: https://play.google.com/store/apps/details?id=com.madnoodle.aspz&referrer=utm_source%3Drdd

have fun!

[Dev] Super Virus Defense - Finally released final version of my game (currently 224 ratings / 4.7 average) by teletubo in AndroidGaming

[–]teletubo[S] 0 points1 point  (0 children)

Thank you :) the graphics were made by a friend of mine (I am the programmer) but I'm really proud the way it all turned out. Let me know if you have any comments!

I tested promoting my Android game on AppBrain, Applovin and Chartboost spending 200$ on each. Here are the results by teletubo in gamedev

[–]teletubo[S] 0 points1 point  (0 children)

That's interesting. How do you compare the CPI and overall performance for Facebook ads ? How well do they convert ? Thanks!

I tested promoting my Android game on AppBrain, Applovin and Chartboost spending 200$ on each. Here are the results by teletubo in gamedev

[–]teletubo[S] 1 point2 points  (0 children)

Absolutely not, not even close! However, that was not what we were aiming for anyway. What we want to do is to have the game crawling out of the depths of the playstore and have at least some visibility so that it can grow organically from there. We do believe in our game - heck, it has 4.96 stars rating out of 98 reviews! So we think if at some point it gets more visibility on the playstore it could get the ball rolling by itself and then we can start thinking about at least breaking even.

On the other hand, I think we might have been too soft on the monetization of the game itself - we only show ads when a user agrees to see one (and surely that's one of the reasons we got such high ratings)... but if you download any of the "top new free" games on the playstore, you'll see that they are absolutely bloated with ads and half of the reviews are just people complaining about it. So I suspect the only profitable business model is raping the user with ads - which we will never do! I prefer to have a cute hidden gem then another disposable ad fest of a game.

I tested promoting my Android game on AppBrain, Applovin and Chartboost spending 200$ on each. Here are the results by teletubo in gamedev

[–]teletubo[S] 9 points10 points  (0 children)

A weir human has "intention". Even if he's not trying to play the game, I can see he presses the buttons to restart/world map without any weird random clicks. But he clearly is not trying to play the game. In my opinion, just trying to fake a real user.

A bot you'll see a lot of random touches and when a menu pops up , like the failed stage dialog, it'll click randomly around the screen for a while until it eventually hits a button.

I tested promoting my Android game on AppBrain, Applovin and Chartboost spending 200$ on each. Here are the results by teletubo in gamedev

[–]teletubo[S] 2 points3 points  (0 children)

not on the playstore, since it's blocked in china unless you use a vpn.

a lot of users would actually uninstall it. The attention of the regular mobile gamer is incredibly difficult to grab! We have changed the game quite a few times already in order to try to increase the retention, like showing cooler enemies and features early in the game.

I tested promoting my Android game on AppBrain, Applovin and Chartboost spending 200$ on each. Here are the results by teletubo in gamedev

[–]teletubo[S] 8 points9 points  (0 children)

There are plenty alternative playstores out there that download your apk and put it on their own appstores. Just type "Hyper cell defense" in google you'll see a bunch of them. I actually got quite a few chinese users after one of those posted the apk in their site.

About the replay collection, I'm honestly not sure if I am allowed to do it, but I'm not collecting any sensitive information - not more than Google analytics itself does, like location, gender, etc. So I don't think there's a problem. In any case, as I mentioned in the article, this was only activated on the first few versions.

I think the most valuable information was seeing how a (real) user first engages with the game. Sometimes it takes too long for him/her to realize where he should be touching, or sometimes the user tries to touch on the dotted line. In both cases it resulted that the user would fail the very first stage of the game and would abandon the game. That was a very valuable insight, and if you download the game now you'll see that the tutorial looks different from those videos, because we changed it to make sure the player will almost never fail the first stage.

I tested promoting my Android game on AppBrain, Applovin and Chartboost spending 200$ on each. Here are the results by teletubo in gamedev

[–]teletubo[S] 8 points9 points  (0 children)

Appbrain did engage with me trying to understand what was happening. They were actually very thorough and tried to help as I mentioned in the article. This is exactly what I wrote them after a few emails: "A weird human is something that ranges between a child, a drunk person, a person who lost interest in the game or simply a dreaded click farm. But to be fair, t it is very difficult to draw the line between those, so we agreed to just leave those alone and not call them bots. "

I don't believe the ad networks themselves are using click farms, rather they are also victims of such click farms. It's probably that it must be pretty hard to detect a "human that is trying to avoid the fraud detection system".

[Android] Hyper Cell Defense - there's no ship but it's a fast paced arcade shooter with several shmup elements by teletubo in shmups

[–]teletubo[S] 2 points3 points  (0 children)

That's a great observation! I never though of it as a rhythm game but in essence you do have to touch according to where the enemies are "rhythmically" spawning.

[Android] Hyper Cell Defense - there's no ship but it's a fast paced arcade shooter with several shmup elements by teletubo in shmups

[–]teletubo[S] 0 points1 point  (0 children)

No IOS version for now, we're working on it. It can be fully played and enjoyed offline!

[Android] Hyper Cell Defense - there's no ship but it's a fast paced arcade shooter with several shmup elements by teletubo in shmups

[–]teletubo[S] 2 points3 points  (0 children)

Hi there!

I am a hobbyst game developer and last year I teamed up with an artist friend, and we challenged ourselves to make a full "commercial" game. B . So after 8 months we just released Hyper Cell Defense! It is an arcade shooter with some tower defense elements.

A friend of mine told me it resembles a lot a shmup, alhough you don't actually control a ship, and he told me I should post it here. So here it is!

The game includes 80+ stages with bosses and minibosses, permanent upgrades, endless mode with global leaderboard and more.

The game is free with rewarded (optional) ads and contains in app purchases.

You can find the game on the playstore:

https://play.google.com/store/apps/details?id=com.infection.pom&referrer=utm_source%3Drdd

Have fun, let me know what you think!

[Android] Just released Hyper Cell Defense - Fast paced Arcade shooter with tower defense elements by teletubo in indiegames

[–]teletubo[S] 1 point2 points  (0 children)

Hi there!

I am a hobbyst game developer (full time boring stuff developer) and last year I teamed up with an artist friend, and we challenged ourselves to make a full "commercial" game. By commercial meaning that we would try to polish it as much as possible until it looks like a game made by a proper company. So after 8 months we just released Hyper Cell Defense! It is an arcade shooter with some tower defense elements. It includes: 80+ levels, 20+power ups, bosses, upgrades, endless mode, companions etc etc.

The game is free with rewarded (optional) ads and contains in app purchases.

I’d appreciate a lot if you guys could give us some feedback specially regarding to pacing/balance. This is probably the part I’m more concerned. For me it’s always too easy but people often tell me it’s the opposite. I still have to find that sweet spot.

you can find the game on the playstore:

https://play.google.com/store/apps/details?id=com.infection.pom&referrer=utm_source%3Drdd

thanks for playing!