slembcke

joined 1 year ago
[–] slembcke@lemmy.ml 4 points 4 weeks ago* (last edited 4 weeks ago)

Hrm... I suppose I spent 15 years making other people's games first. >_< More seriously, just start with small stuff. Make a simple 2D game with a something like the Love framework or Pico8. Then try to scale up a bit or use something a bit more powerful. If you are really want to make a game solo, then the best thing you can do is learn to control your scope. You'll never be able to be good at every part of making games, so figure out what parts you want to work on and figure out how to make a game around those skills.

You also don't have to make do it alone. You can hire out art, programming, sound, music, writing... really anything. Most "solo" devs do that to some extent. Also try and seek out your local gamedev community. Asking online is fine, but you'll get more out of an in person conversation with someone who's done it before.

Lastly, game jams. There are smaller game jams going on all the time, but the big one is the global game jam in January. I've always liked that one because there are always new people. In my experience, fresh gamedevs are always perfectly welcome. You'll have someone else on the team that can rough out the structure for you, then you just need to apply what you already know as a software developer to fill in some blanks. People also like to do role bending at jams too. Programmers will try making art, artists will try making music, and sound people will try programming. Jam games are usually bad, so nobody will expect anything you make to be any good, but people generally have a blast doing it anyway. :) I like to rope people into making NES games every year because even as experienced game devs they are so sure they can't write C code, let alone for something 40 years old, certainly not in 48 hours! They do just fine once they dig in. :D -> https://www.slembcke.net/nes/

[–] slembcke@lemmy.ml 4 points 1 month ago

Anecdotally Windows is the only platform I've used where printing (and scanning) didn't tend to "just work". The only issue I've had printing under Linux was with a second hand printer my dad got that we couldn't get to print from any computer. (shrug)

[–] slembcke@lemmy.ml 2 points 2 months ago

I use Lua for this sort of thing. Not my favorite language, but it works well for it. Easy to build for any system in the last 20-30 years, and probably the next 20 too. The executable is small so you can just redistribute it or stick it in version control.

[–] slembcke@lemmy.ml 53 points 2 months ago (7 children)

Doesn't Windows break dual booting semi-regularly? I've always avoided it as I've had friends get burned by this in the past. I guess I just keep different OSes on different drives, but that obviously isn't feasible for everyone.

[–] slembcke@lemmy.ml 4 points 4 months ago (1 children)

Oooh. So I keep a Dell Mini 10 (1GB RAM, ~1GHz Atom) around with Haiku on it. It's brilliant! The UI is super snappy even on such an old machine, and I can even run pretty modern software on it. I used it yesterday to work on my website a bit. :)

[–] slembcke@lemmy.ml 25 points 6 months ago* (last edited 6 months ago) (1 children)

I totally pulled a LTT and removed my kernel. >_< There was a "real time" kernel listed in apt, and I installed it because I was curious if it would reduce lock latency for a project I was working on. (I wasn't trying to solve a problem, just curious) It didn't and I figured it was probably a bad idea to leave it installed. So I did an apt remove, and the rest went something like this.

Apt: Are you sure you want to remove the your kernel? Y/N

Me: Oh jeez... I don't want to do that.

Motor Memory: Y

Apt: Are you really really sure? Your computer will not boot if you do this. Y/N

Me: Oh, crap! That's not what I meant to do. Definitely not!

Motor Memory: Y

Me: No! Why would my brain betray me!?

Fortunately this was on a PopOS machine, so I booted into the recovery partition. Even if fixing it only took a minute, I still felt very very dumb. >_<

[–] slembcke@lemmy.ml 5 points 8 months ago

Hmm. I still have my old 2013 MBA that I've used with Fedora, but it's an HD 4000 IIRC. I feel you on Apple's locked down stance to repairs. It was ultimately what pushed me off of OS X. I needed a newer laptop in 2020, and they only sold hardware with non-upgradable RAM and SSDs. So long and thanks for all the fish... I had already replaced my desktop machine with Linux a few years earlier. I used the Mac 70% as a Unix machine anyway, so it was a pretty comfortable transition.

My Air worked great as a stand-in laptop when my System76 Lemur died last summer. Honestly I was blown away by how perfectly usable it still was for basic tasks. Parallel stuff like compiling was slow, but single threaded stuff still ran just great. Heck, I was even using it again yesterday to test OS X builds of my game on older hardware and it ran like a champ.

[–] slembcke@lemmy.ml 4 points 8 months ago (1 children)

Looking forward to giving VRR a shot again. Last time I tried a couple years ago was pretty underwhelming on a couple different machines. Some games worked well with it, but a lot of software felt subtly broken. A lot of weird micro-stuttering and stuff just not feeling smooth even when the average framerate was high compared to boring synced 144 hz.

 

cross-posted from: https://lemmy.ml/post/10638699

So I've been working part time for a few years on a sci-fi themed game called Veridian Expanse. It's a bit of a mashup of exploration, metroidvania, and crafting games where you are trapped inside of an asteroid. You can download the latest dev build from itch.io for Linux, Windows, and Raspberry Pi 4:

https://howlingmoonsoftware.itch.io/veridian-expanse

I've been making dev builds for a while, but I'm starting to get more serious about getting feedback. Also... as a solo dev I have no idea how to tell people about my game, so I'm starting in cozy places like Lemmy and Mastodon. :) Anyway, if people want to give it a go and let me know what you think I'd be super grateful. :D

More links:

Fun Fact: The game's source is GPLed! I'm guessing 99% of people don't care, but I don't see any downsides of doing this when I don't plan to use DRM anyway. I can't imagine it will hurt sales. On the other hand, maybe someone will use it to play the game on OpenBSD, Haiku, or some OS that doesn't exist yet.

[–] slembcke@lemmy.ml 6 points 10 months ago

Well... they don't like the design of a "system tray". To be fair, it's a very Windows centric idea, and the notion that they must provide one because Windows has one seems... similarly questionable to me too. Speaking personally I hate the idea, and always have. It's a real dumpster fire because:

  • Lots of drivers (on Windows) assume you don't know how to launch programs, and force a permanent launch shortcut on you.
  • Programs assume you don't understand how to minimize or hide a window, and put themselves in the tray instead. (launchers, chat programs, etc)
  • Some programs seem to use them just to put their logo on the screen. You can't really do anything with the tray icon.
  • Few icons match stylistically, and even on Windows, they don't match the system style. (White icons on a white taskbar? FFS)
  • Programs often don't provide an option to disable their tray icons, and it's rare that I want them.

I guess I found the lack of them to be a breath of fresh air when I first tried Gnome 3 a few years ago. The current iteration doesn't quite work though... 99% of the time I just want an option to kill the damn things, but I've have had some programs that only provide functions through the system tray. It's dumb, and I hate it, but it is what it is.

[–] slembcke@lemmy.ml 1 points 10 months ago

Yeah, IIRC the 16 doesn't have a significantly faster CPU than the 7840U in the 13. If you want a gaming laptop it sounds neat though!

[–] slembcke@lemmy.ml 1 points 10 months ago

Egh. I kinda sorta agree. I had a 10th gen i7 Lemur Pro. It was nice and had excellent battery life. (15 -25 hours as an average range) The screen was a perfectly nice IPS, the keyboard/trackpad were fine (maybe not great), and the speakers were... well... pretty terrible. The software/firmware support for an otherwise generic laptop was great!

The problem was that I had multiple hardware failures on mine and getting warranty repairs was painful. The 3rd time it happened took several weeks to convince my rep it was a legitimate hardware failure. When he was finally convinced, he said something like "Well, that seems pretty obvious it's a motherboard failure. What would you like us to do?" The response was obvious. It was under warranty still. I wanted it fixed! By the time it was working again it had taken 9 weeks. (!!!!) Less than a year later, it died again. Put a really bad taste in my mouth. :-\ I bought a Framework to replace it.

[–] slembcke@lemmy.ml 2 points 10 months ago* (last edited 10 months ago) (1 children)

I had a 10th gen S76 Lemur. The hardware was a mixed bag. Chassis was nice and light (compared to Apple), but enameled so the edges eventually chipped. Keyboard/trackpad were average. Speakers were awful... Battery life was excellent like usually got around 20 hours on a charge (and often more with a little effort!). I also had a number of hardware failures and dealing with their support was pretty terrible... Broken control key out of the box, Wifi died twice, second time they replaced the motherboard (and that took like... 9 weeks), then it completely died a year later when it was finally out of warranty. A real mixed bag of Pop OS being nice, and having great software/firmware support, but also multiple hardware failures coupled with terrible warranty support.

5
Selling a game while making it open source. (howlingmoonsoftware.itch.io)
submitted 1 year ago* (last edited 1 year ago) by slembcke@lemmy.ml to c/linux@lemmy.ml
 

So I've been working on a crafting/exploration game for a while called Veridian Expanse. (I guess the details don't really matter, so I won't go into that, but check the links at the end if you're interested) I have some unresolved feelings about making the game open source, and how/why to do it.

  1. The last game we released on Steam was up on pirate sites within hours, and showed up fairly high (second page maybe?) of a simple search result of the game's name. It sold "well enough", and since it was a pretty small game so we suspect that there probably wasn't any "rampant piracy". Certainly not enough to bother to reduce it anyway. We didn't even bother to implement the (trivial to break) Steam DRM.

  2. From a sales point of view, I don't think the source code is valuable. Nobody wants to pirate the source for some random game, they want the binary that's already been made for them. Also, I've written some blog articles about how some of the game's threading, hot-loading, rendering, and soft shadowing works. At some point when people started asking questions, I would just send them the code because "why not?" Eventually I just mirrored it on Github without the assets.

  3. The assets... While I have rights to all the data and graphical assets, the sounds and music are all royalty free items that I've purchased. Even if I wanted to release them, I can't. I'm not sure I want to either.

  4. I use Linux to develop the game, but I know most of my sales will come from Windows or console versions. In a way I don't care about the Linux market financially and have been considering just publishing it on Flathub because "why not?" It also runs pretty well on the Pi 4, and I even automated the build for it because "why not?" I certainly don't hate the idea that people might like the game and tell their friends to buy it on other platforms. :p

My current thought is that I should just OSS the code, but leave the assets as proprietary. If someone really wants to pirate the game, there will be some easy way to do that a few search terms away. Even if I give away a Flathub or RPi version it's not going to change the difficulty for someone that wants a Windows version for free. On ther other hand, maybe someone will find something useful in the code or get it running on *BSD or Haiku or something. (It already compiles/runs fine on them, but I don't really want to spend time maintaining those builds)

There's certainly plenty of games with open sourced engines (like the Id games), but closed data. Then there's a few like Mindustry or 0AD that seem to be trying both, but are there other example of games that people can think of for comparison?

Some further Veridian Expanse links if you want to figure out what the heck I'm even talking about:

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