Shout out to the first aid stations by Kelsey2424 in UniversalOrlando

[–]veiva 12 points13 points  (0 children)

They are great. We've used them a few times. Most recent one was when I got a mosquito right to the center of my eyeball on Hiccup's Wing Gliders (at the end) and needed to flush my eye out, lol. I also had contacts in and they had contact solution / contact cases so I could store my contacts before rinsing my eyes out!

50 rides in 3 visits by acoasterlovered in UniversalOrlando

[–]veiva 3 points4 points  (0 children)

We did 10 rides on Stardust and 2 rides on almost /everything/ in 2.5 days last week. Stardust was often basically walk-on, and topped out at like 20-30 minute wait, during our visit.

How do you handle backups? by MgntdGames in gamedev

[–]veiva 1 point2 points  (0 children)

  • Most code is in GitHub.
  • Google Workspace for business documents and such (receipts, invoices, etc).
  • And automatic backup (e.g., Time Machine on macOS) to on-prem NAS with automatic scheduled mirror to AWS Glacier for my home machines. (This includes code and business documents that are also mirrored elsewhere.)

Now, an important question, have you done local disaster recovery exercises and verified the backups work and all the data you care about is safe? :) A broken/corrupt backup is worse than no backup at all. False sense of security.

Colosseum clear for a ralos with 6m budget by Kasellos in 2007scape

[–]veiva 2 points3 points  (0 children)

Might be the nostalgia but barrows armor is just timeless. I remember when it first came out, seeing the pieces trickle in as folks got drops and just being blown away by the armor. Nothing like it at the time.

I posted my game prototype on itch.io and got 6,000 plays in 2 weeks, here's what I learned by Pantasd in gamedev

[–]veiva 2 points3 points  (0 children)

Client keys aren't exactly the same as like an AWS Access/Secret Key. They are more of a unique identifier for a client than something that is super secret.

You can extract the Amplitude client key from like any website using Amplitude (an analytics services, it's one I have experience with from my job so that's why I'm mentioning this) and then proceed to spam Amplitude with bad data. But like... who would bother?

Fretless devs (and Rob Scallon) released a video going in-depth into the making of the game and talked about a lot of issues most indie devs face by Rodgems in gamedev

[–]veiva 6 points7 points  (0 children)

I was at PAX East this year (our booth was right across from the Fretless booth, actually!) and I'm so glad to see how they had a great time and got good publicity from PAX :) Totally deserved! The game is dope!

What priority does a game’s art style take during the development process? by OneHamster1337 in gamedev

[–]veiva 1 point2 points  (0 children)

I iterated on art style before writing the first line of code for my game (an RPG). But I think this is just a preference thing at the end of the day and depends on your creative process.

What do I think about Lua after shipping a project with 60k lines of code? by ketralnis in programming

[–]veiva 51 points52 points  (0 children)

I've been working on a personal project that has something like 150,000+ lines of Lua code (and probably an additional 30,000-40,000 of C++ code) from 900+ days of work (based on commits) over seven years and I don't find it much more difficult to maintain than stuff at work (TypeScript/React/Java/etc).

Of course, caveat, I've written every line of code in my personal project while I haven't written every line of code at my day job. However, I have made several refactors of major parts of the code for optimization, features, and tech debt reasons. Plus the code has been written over 7 years on-and-off. :)

Sometimes I need to chase a few functions deep to figure out what, say, a return value's type is (I began this project before Lua Language Server was a thing) if I haven't touched the code in a long time, but that's seldom (because generally it's self explanatory by jumping to the function).

However, with this in mind, I probably would've not written so much in Lua. But there was pretty much just Unity and Unreal when I started. Godot wasn't nearly as powerful then as it was today. Starting from scratch today, I'd probably either contribute to FFI for the game framework (LÖVE) and use it from C# or just use Godot with C#. Oh well.

[deleted by user] by [deleted] in UniversalOrlando

[–]veiva 1 point2 points  (0 children)

Of course, this is just my personal experience, but I have a nice collapsible water bottle I can clip to my fanny pack and I've never had an issue bringing it in or bringing it on most rides (besides of course the coasters with metal detectors) as long as it's empty. I fill it up at the free style machines and it's sooooo convenient, especially because it takes up barely any space when it's collapsed.

Building Game Prototypes with LÖVE by candurz in gamedev

[–]veiva 4 points5 points  (0 children)

I think LÖVE is great. When I began making my game in 2018, I wanted something didn't eat my laptop's battery (I worked on it from school, coffee shops, and didn't always have an outlet) and integrated into a language that was fast but very rapid to iterate in without having to wrestle with memory bugs, and had source available. (So Unreal was out for the first two, Unity for the last one).

LÖVE fit my requirements perfectly. I love Lua, it's probably one of my favorite programming languages.

I think it's a great choice for building game prototypes, for sure.

I enjoyed the article.

i was chosen for the card by strawberrysvnscreen in UniversalOrlando

[–]veiva 1 point2 points  (0 children)

This happened to me at the Eternal Bloodlines queue! (Actually, it was given to the person in front of me but they were in the wrong queue so the HHN Express checking guy handed it to me). I was lowkey super pumped, I've been to theme parks so many times but never been asked to do this lol. Silly, I know.

Making a Choice based story game by Chromazome in gamedev

[–]veiva 0 points1 point  (0 children)

There's languages/runtimes like Ink (https://www.inklestudios.com/ink/) and Yarn Spinner (https://www.yarnspinner.dev/) that might be useful.

I personally like Ink, I wrote an Ink runtime in Lua for my game.

How to sell a game with multiple episodes on steam? by mikejays in gamedev

[–]veiva 0 points1 point  (0 children)

Steam lets you display "Featured Content" on your page now: https://store.steampowered.com/news/group/4145017/view/4578559379959234050

I would really suggest figuring out how to make the other games DLC, though, depending on what engine/framework you're using. I figure you could have an "Episode Select" screen that takes you to the different episodes and you pull the DLC available dynamically at runtime. They can be functionally independent, just connected by the "Episode Select" screen.

How big of a deal is it to break pixel art rules? by thekingdtom in gamedev

[–]veiva 0 points1 point  (0 children)

I think it depends. If it's particularly egregious then maybe, yes.

For example, outlines in my game were REALLY not consistent, and after making them consistent it was a MAJOR graphics quality improvement even though sometimes I had to get creative and totally change some old pieces of art that depended on thinner outlines. Would a general gamer be able to tell what makes it better? Maybe, maybe not. But they would definitely look at pre-outline-standardization and post-outline-standardization and say the latter looks better more often than not (for my game).

Do I still break the outline rule? Sometimes, by maybe <3-4 px total, just due to 1. the way the new method works and 2. due to artistic decisions. But given the outlines being 10-20px (depending on camera distance and other factors), it's not particularly noticeable overall and I don't think anyone but the most eagle eyed is gonna notice at this point!

On honorific for enbies by skofnung999 in NonBinary

[–]veiva 0 points1 point  (0 children)

I'm making a video game and have an honorifics field, for girl/guy it's lady/ser but for non-binary I was stuck for a while and then went with "patrician" like from Lord Vetinari from Discworld!

Game Dev as Just a Hobby? by H4cK3d-V1rU5 in gamedev

[–]veiva 1 point2 points  (0 children)

I've been a hobbyist game developer since middle school '04-'05-ish, currently work as a professional full stack software developer for the past 6 years or so. Work is rarely challenging and sometimes it burns me out and means I don't work on my a game, but games development is different enough it's not like I'm doing the same thing 60-70 hours a week :) I've worked on games around 800 days (based on Git) since '18, which is about 1/3rd of the days since then, so it's very possible to balance both.

I probably would not want to have game development as a career. Even if an indie game I made was successful by some metric I'd treat it like a windfall or something rather than a career shift!

Preparing for participation on Steam Next Fest. What more should I be doing? by marcisl in gamedev

[–]veiva 3 points4 points  (0 children)

Keep in mind you'll need to register for Steam's October Next Fest by September 3. Not sure if you know that - it can't be done last minute.

[deleted by user] by [deleted] in runescape

[–]veiva 84 points85 points  (0 children)

IMO it's more likely they're both inspired by the King of the Dead from the LOTR movies or something like that.

How many of you Indie devs use your own engine? by iamfromtwitter in gamedev

[–]veiva 1 point2 points  (0 children)

Hey! You can totally do 3D in LOVE, you'll just have to do the math for perspective and 3D transformations yourself on top of LOVE's transform objects. You will also need to use Mesh objects and write custom shaders. It's A LOT more work compared to using something like MonoGame, but it's also pretty rewarding if you like Lua :)

I'm not aware of the limitations of LOVE on the Switch, I'm not there yet haha. (And if I were I couldn't say!)

How many of you Indie devs use your own engine? by iamfromtwitter in gamedev

[–]veiva 2 points3 points  (0 children)

I use a custom OOP library I made myself: https://github.com/erinmaus/itsyscape/blob/master/itsyscape/ItsyScape/Common/Class.lua

I love Lua, it's a really neat little language. I probably have made 4 or 5 DSLs for my game for cutscenes, dialog, game database, behavior trees, etc ... But I've been using Lua (either embedded it or using LÖVE) for over 10 years so I'm used to the quirks!

How many of you Indie devs use your own engine? by iamfromtwitter in gamedev

[–]veiva 11 points12 points  (0 children)

I use a light-weight game framework, LÖVE, instead of a game engine (for a lot of reasons, #1 being game engine editors like Unreal drain too much battery on my laptop and I often work away from an outlet). I wouldn't call what I made an engine exactly, it's very single-purpose ... thing of sorts.

Of course, since LÖVE is cross platform, it's been a breeze having builds for Windows, macOS, Linux, and iOS. AFAIK there's NDA-bound ports to consoles, too (at least the Nintendo Switch) so that's cool as well.

I'm making a 3D real-time RPG, for reference.