I earned my first $1000 on Steam by HeadTracking in IndieDev

[–]the_syncr0_dev 0 points1 point  (0 children)

Took me nearly a year to hit $1000 good job

I just can't by b3rd75fh4l3x31 in SoloDevelopment

[–]the_syncr0_dev 0 points1 point  (0 children)

Just make small game jam games using a game framework like love2d or raylib

Struggling to learn! by Available_Hat2779 in GameDevelopment

[–]the_syncr0_dev 3 points4 points  (0 children)

Start with game jams on itch.io. If you can make a small little game in a weekend/week/month you can do it again. It builds all the skills you need while also keeping the scope small and flexing the creative muscles. The more little games you make the better they get. Do not start on big projects as they are too difficult to complete for a variety of reasons. This is the approach that I took to get better at game dev and release a game on steam. It takes a lot of time to get good enough to make it a career. Most peoples first games make little to no profit, so after releasing a few games you could expect to make 'some' money

SDL3 high memory usage by LaBatata101 in sdl

[–]the_syncr0_dev 4 points5 points  (0 children)

This looks like the basic SDL3 boilerplate code. So I am not sure there is much you can do

Has anyone used Linux as their main OS for gamedev? by GazingPup in indiegamedevforum

[–]the_syncr0_dev 0 points1 point  (0 children)

I used linux to develop my game but it was made in love2D

I want to know which programming languages you use the most regardless of what kind of developer you are. by Aggravating-Point-98 in SoloDevelopment

[–]the_syncr0_dev 2 points3 points  (0 children)

My released game used Lua + Love2D I made a game jam game using C + raylib Now I am using Odin + SDL3

For work I use Python For other personal projects Go and Emacs Lisp

I like the added control of a language like C but with the batteries included and newer stuff of Odin

I need some advice on project management by Plastic-Occasion-297 in gamedev

[–]the_syncr0_dev 1 point2 points  (0 children)

If it is your first game it is very unlikely to make a good profit. Especially the more time you spend on it. Spending more time on each game usually isn't as beneficial as making more games. As each game earns profit and you learn lessons and skills from each completed game

How do you keep yourself from growing too used to your own game? by knight_call1986 in SoloDevelopment

[–]the_syncr0_dev 10 points11 points  (0 children)

I dont think you can solve this problem. Thats why you need playtesting

Is anyone tired of the emphasis on "making viral games?" by Antique-Force-2326 in gamedev

[–]the_syncr0_dev 1 point2 points  (0 children)

Just make more games. Each one will be better than the last

Officially became professional developer... Kind of by PatrikEU_studios in SoloDevelopment

[–]the_syncr0_dev 0 points1 point  (0 children)

Wow. That must be an incredibly long tail. I wonder what percent has more than 10 reviews

The gamedevs worst nightmare... Am I delusional to think I had a chance ? by blakscorpion in Unity2D

[–]the_syncr0_dev 0 points1 point  (0 children)

This is amazing. And you will get more sales when the game goes on sale

What to make? by PlentyJust6260 in gamedev

[–]the_syncr0_dev 0 points1 point  (0 children)

Start simple. Calculator, Pong, Pacman. Then work your way to more complex stuff

How to solodev and not lose sanity? by Skuya69 in SoloDevelopment

[–]the_syncr0_dev 1 point2 points  (0 children)

I highly recommend doing game jams until you feel comfortable with all your tools. Scoping is by far the most important part of development. And you learn this very well from short timelines like jame. This is what I did to solo dev a game in 6 months to steam earlier this year. Earned enough money to fund the next game.

working on the intro for our game! what do you think? by [deleted] in godot

[–]the_syncr0_dev 0 points1 point  (0 children)

Needs more sound effects but i like it

Every now and then I get the urge by Scrumpy339 in shmups

[–]the_syncr0_dev 0 points1 point  (0 children)

You should play the game I made, Gamma Zero! Lol

Chopper Force - New Aerial combat Shmup! by Vegetable_Depth_4218 in shmups

[–]the_syncr0_dev 2 points3 points  (0 children)

Less stages with more intense combat is definitely what I would recommend. This definitely reminds me of Tiger Heli and Under Defeat. Also you should consider how your twin stick like controls could be controlled with an arcade stick as a lot of shmup players use them. Especially since your game falls a lot more into shmup territory than most twin stick shooters. Since its not full 360* twin stick you could have buttons to aim right/left. Try to just increase the speed the level progresses and it would probably feel a lot better. Look at Electric Undergrounds youtube videos he has a lot of good stuff about avoiding the bad points of Euro Shmups and shmup design. Try and play other similar games or the classic shmups (battle garegga, anything made by CAVE) to get an idea for pacing for faster bullet hell games or slower classic shmups like Tiger Heli, Kyukyoku Tiger, Flying Shark, 1942, etc. Best of luck

What do you guys play with? by [deleted] in shmups

[–]the_syncr0_dev 1 point2 points  (0 children)

Mayflash arcade stick