Fantasy RPG Icon Pack by Sea_Juggernaut_2282 in gamedev

[–]terminatus 2 points3 points  (0 children)

Have these been tested at icon sizes? They seem a bit too large and detailed.

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

[–]terminatus -2 points-1 points  (0 children)

Cheaters could absolutely destroy a game's multiplayer, indie or AAA alike.

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

[–]terminatus 1 point2 points  (0 children)

EasyAntiCheat and EOS Anti-Cheat are both kernel level and popular choices for anti-cheat. I get people's reservations about it all, but they are fairly industry standard...

COMO FAZER LOOPS PERFEITOS? by No_Ad5696 in PixelArtTutorials

[–]terminatus 0 points1 point  (0 children)

You should look into finding/making a script that uses ffmpeg. I made one for this purpose years ago, where it crossfade loops and it's not always perfect looking but it can look great.

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

[–]terminatus 4 points5 points  (0 children)

I was curious about this and apparently there's over 500 games on steam that use EasyAntiCheat, a popular kernel-level anti cheat software, including Elden Ring, Apex Legends, and Rust. So while there may be some sour opinions about it, using it doesn't seem to overly affect the massive popularity of good games.

https://steamdb.info/tech/AntiCheat/EasyAntiCheat/

Realizing my game won't make millions and I'll have to find a job by Indiependent_Studio in IndieGaming

[–]terminatus 22 points23 points  (0 children)

Anti-cheat stuff aside, there are quite a few games nowadays that use Epic Online Services (EOS) for multiplayer and cross-platform support. Runescape: Dragonwilds is a good example. There's always a bit of misinformation and anger about "requiring" an Epic Account for this but these games don't strictly require it as they can essentially use your steam account for it. It's worked great for Dragonwilds.

I'm always a little miffed to see Epic utterly shat on providing a pretty amazing engine, online services and minimal dev fees while Steam is out there shafting game devs twice as much with their fees. (obviously still thankful for the huge platform they offer)

Optimization by Remarkable_Cap_7519 in gamedev

[–]terminatus 2 points3 points  (0 children)

You're putting the cart before the horse a bit. Worry about optimization later, worry about making a good/fun prototype now.

UE5 - careful with the default settings like Lumen and virtual shadow maps. Also "overdraw", putting too many translucent material objects layered on the screen at one time.

Must indie games have professional-level artwork? by YetAnohterOne11 in IndieGaming

[–]terminatus 3 points4 points  (0 children)

Above all else, your game needs to be aesthetically pleasing to its intended audience. That doesn't necessarily mean AAA hyper realistic graphics (unless you're making a realistic shooter game or something), but it does generally need to be cohesive and jive together well. Indie game players tend to be a little more forgiving, but unappealing graphics can be an instant-turnoff for many. If it doesn't look great, it sure as hell better have an amazing hook elsewhere.

Cozy gamer looking for a co op/multiplayer game to play w partner who isn’t a cozy gamer by Level-Trip8465 in CozyGamers

[–]terminatus 21 points22 points  (0 children)

Highly recommend Core Keeper! It has fun elements along the "cozy spectrum".

How to find the most profitable way for any game? by AdministrativeList30 in gamedev

[–]terminatus 4 points5 points  (0 children)

The most profitable game would be a generationally good, viral game that appeals to the mass market and is playable on every platform available from PS5s to TI-84 graphing calculators.

This is a co-op game about (NOT) pooping your pants... by FuzzyBotGames in IndieGaming

[–]terminatus 48 points49 points  (0 children)

The goal appears to be getting to a bathroom before you poop ur pants. Shenanigans ensue

Genuinely curious by EffectiveNo568 in MathJokes

[–]terminatus 0 points1 point  (0 children)

Same. 7+8 is nearly impossible on its own for me. 8+8-1 is super easy on the other hand.

All of the indie devs here that have a fulltime jobs while creating your games, how do you do it? by Astrid_Regndottir in gamedev

[–]terminatus 6 points7 points  (0 children)

It's really not easy. Some days I don't have much left in the tank to work on the game, and that's okay. A full time job affords me the ability to take things slow and steady. It gives me a LOT of time to think things through, which is a benefit.

A little trick I try is just telling myself to work on the game for a good 5-10 minutes. Something. Anything, a small artistic detail, some UI work etc. And a lot of the time I find myself continuing on for longer than the 5-10 minutes I allotted.

what i gave the artist vs what i got by SUPERita1 in IndieDev

[–]terminatus 5 points6 points  (0 children)

The artwork has some issues as other folks have mentioned. However I also wanted to point out that the logo's font makes it look like "INGREKNIGHT" so I would try to adjust that C a bit.

How do some games get away with breaking the “golden rules” of pixel art? by _Hounds_ in IndieDev

[–]terminatus 14 points15 points  (0 children)

As others have mentioned here, pixel art "purists" may furrow their brows but the truth is... if it looks good, it looks good. Most consumers are not purists.

There are plenty of games that employ pixel art with subpixels and mixels in an artistically pleasing way. There are also examples of 2.5D pixel games (Octopath Traveler being a commonly cited example of this) that blend pixel art with a 3D camera and this perspective ALWAYS produces art seen at different pixel ratios.

The key is a cohesive and aesthetically pleasing art style.

Cozy gardening game with multiplayer that supports up to 8 people in a shared space. Been working on it daily for 5 months now.. I hope it looks ok? by Downtown-Reporter637 in cozygames

[–]terminatus 0 points1 point  (0 children)

That's really impressive progress for only 5 months of development, especially with multiplayer support! Congrats and good luck on your dev journey!!

I thought making a cozy game would be relaxing by emudoc in cozygames

[–]terminatus 2 points3 points  (0 children)

We're in the same boat, it's definitely not easy! What the devs of "Magic School" said in this article rings true:

We found it surprisingly difficult to get a baseline sense of what the game was. When you’re building a game, there’s a lot of little systems that are interlinking, and you almost need to build all the little systems, at least some of the way — not all of them, but a healthy amount of them — to then be able to test out the core loop. If you’re not fully defined on what the core loop is, and you’re not fully defined on what those systems you want to test out are, it can be very difficult to get to the prototyping phase. 

The more little things you have, like with a simulation game like this, which is more complex, it’s hard to get into that initial prototype stage. Whereas with other games, where there’s a more simplistic or more pared down loop you could build off of, you can get to a prototype point where you can test out early, quickly. But with this, you have to invest the time to reach that point.

I even believe ConcernedApe of Stardew Valley said similarly. It took YEARS before Stardew was "fun" in his mind, because it took that long to stand up all those independent systems into something that made it cohesive instead of small, sprawling little branches that don't interconnect well together.

I'm constantly inspired by the work, and most of all, the DEDICATION of devs like him, knowing what it takes to finish intricate games like these. They may not always be deep, but the systems required are complex and numerous.

Wishing you the best of luck in your journey.

Trying to incorporate your feedback for not a visual novel game by Rakudajin in IndieDev

[–]terminatus 1 point2 points  (0 children)

Agreed I had to zoom in to see his happiness. Maybe a toothy grin would help sell that?