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141
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Developer / Audio / Re: Should all UI-controls have "rollover"-sounds?
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on: June 18, 2019, 09:43:05 AM
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Not sure if it helps, but when I added fmod to my game, I forgot to call its update method every frame, which meant that no channels got freed and playing a new sound always interrupted the last sound played. Maybe your API does something similar and you're not calling a function every frame?
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142
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Community / DevLogs / Re: Nitroneers
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on: June 18, 2019, 08:07:42 AM
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Hey, this looks nice! Didn't know you had an account here either! Also, thank you very much for remembering to resize your images 
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144
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Developer / Playtesting / Re: Free action games
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on: June 18, 2019, 06:52:06 AM
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Hi!
What exactly do you need to have tested? It seems like this is a complete website with released games. If you're trying to advertise your website, this isn't the right place for that.
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146
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Developer / Audio / Re: Should all UI-controls have "rollover"-sounds?
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on: June 17, 2019, 04:22:59 AM
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If playing more than one instance of a sound at once causes audible glitches, you're probably interrupting the previous sound to play the new one. Audio frameworks usually have channel pools or the likes to prevent this sorta stuff, but I'm not sure what you're using so I can't give you more specific advice.
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149
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Developer / Art / Re: 3D thread
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on: June 12, 2019, 03:43:29 AM
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I get the feeling this one is a bit more self-indulgent than your other models :^)
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150
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: June 11, 2019, 09:15:37 AM
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I've argued in favor of epic on this in the past, but I've come around. I still think using tencent as an argument in this is dumb and vaguely xenophonic, but every other argument here is sound, and the mismanagement of sales had disenchanted me from the promise of a better deal for devs.
Not very epic indeed.
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151
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Player / General / Re: Fight Thread Pollution! Post here if it's not worth a new thread!!!
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on: June 11, 2019, 07:55:31 AM
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Lack of feature, they're using their money to get exclusive deals, the scrolling is laggy. Point is, people are reluctant to click a different icon when launching their games.
Joking aside though, the point about them buying the market instead of making it better is valid. They're not really offering a better alternative to steam from the perspective of players, they're just giving more moneys to midrange "AA" studios to put pressure on valve.
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157
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Player / Games / Re: Barkley shut up and jam gaiden 2 memorial thread
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on: June 04, 2019, 03:32:38 PM
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Here's my thoughts on freeware games no longer being much of a thing, in no particular order.
We live in a world where people are more and more desperate for money because large corporations own a sizeable amount of our wealth and our long term futures are more uncertain now than ever before. This leads to people not really wanting to commit to passion projects because, well, they gotta eat.
As cobralad mentioned, steam also plays a significant part in this by being the obvious place where everyone should be publishing their finished games, which incentivizes people to tailor their games to that platform, aka only making games that sell at a fixed price no matter what. Itch goes against that somewhat, but it's not big enough right now to turn the tides.
There's also the fact that no one actively maintains hobby gamedev spaces anymore (yes, partly our fault) which leads to people not finding a niche for their little gamelets and in turn not getting technical, moral and design support on the stuff they make.
Finally, there's probably also a bit of a "shoot for the stars" attitude going on where people are too eager to get successful from their projects, and are ignorant of the fact that it takes time to make something good and successful. Even the overnight Minecraft success technically happened over several months, and was made by a moderately experienced programmer (who is now a social media transphobic asshole gremlin).
tl;dr: We're failing hard at pointing young gamedevs to good communities for them to learn to make interesting stuff again, and we're not even trying to manage expectations of success.
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158
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Developer / Business / Re: Day job or part time works and how long it took you to be a game dev
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on: June 04, 2019, 03:53:59 AM
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I've mostly skimmed this discussion, but here's my two cents as someone who's been making a game in C++ for a while now: Don't use C++. Copy-pasting every function declaration to a header file and having to write method implementations in a separate location from their class's body will prove to be a massive pain and unnecessary time sink, and the complexities of template metaprogramming are too much of a headache to deal with when all you want to do is make a simple game.
I recommend sticking with game maker or unity, or even using a framework in any other language than C/C++.
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