Yes, but the money is returned once the game makes $1,000 in gross revenue. I think DLC and soundtracks also count towards that number.zwanzig_zwoelf do you still have to pay $100 just to put your game up on Steam?
Slightly annoyed gamers automatically take 3D games more seriously than 2D, especially when it comes to pricing. My 2D Godot workflow is getting very good, not sure I want to go through another slow learning process to get up to scratch with 3D. What do you guys reckon?
So, for a very long time I have been thinking in jumping in the Game Dev band-wagon, but only recently I decided to take a look and see if I should or not dive into it, and in the last few days I was watching a bunch of youtube videos about engines, programming languages and etc.
This is the problem. Making the game assets and code is one thing. But the process of refinement, balancing and so on. That's huge.Trying to come up with a formula for skill-up progression by usage. There's just no way to coherently predict what will work.
Going to have to write a shit ton of code to simulate how people level up, so I can tweak the formula.
While playing games, you think all design is filled with intention. But the reality is, only some. Other is just random shit.
Unity has betrayed devs at least once, who says they won't do it again?
From 2018 to 2021, he was on the board of directors of Fitbit (NYSE: FIT) where he was a member of both the compensation and nominating and governance committees. Between August 2016 to November 2021, Mr. Bromberg served as Chief Operating Officer at Zynga. Prior to Zynga, he held various leadership roles at Electronic Arts including Senior Vice President of Strategy and Operations of the company’s mobile division and Group General Manager for all BioWare studios worldwide. Earlier in his career, he pioneered the esports revolution as the President and CEO of Major League Gaming. Mr. Bromberg holds a B.A. in English from Cornell University and a J.D. from Harvard Law School.
He also spent over four years at Electronic Arts. Between May 2012 and December 2014, Bromberg served as group general manager at BioWare, where he helped transitioned Star Wars: The Old Republic to a free-to-play model. After that, he became SVP of strategy and operations at EA Mobile, leading teams that worked on mobile titles based on the franchises such as Plants v. Zombies, The Sims, FIFA, and The Simpsons.
New here, discord communities and twitter are proving to be hot liquid dogshit for any kind of input because they're afraid just say they don't like stuff, so I wanted to post some screenshots / videos here for some opinions. I'll trawl along elsewhere in the forum for some hot takes, but I pretty much came here for feedback.
Today's is pretty basic: How's the CRT shader look?
Here's a screen without it for comparison:
I love CRT shaders. This is not a CRT shader.New here, discord communities and twitter are proving to be hot liquid dogshit for any kind of input because they're afraid just say they don't like stuff, so I wanted to post some screenshots / videos here for some opinions. I'll trawl along elsewhere in the forum for some hot takes, but I pretty much came here for feedback.
Today's is pretty basic: How's the CRT shader look?
Here's a screen without it for comparison:
I've gotten this feedback from elsewhere so I'm going to add some more contrast to the stat value colors in the next build.blah blah
As a whole image I actually really like the CRT shaders but when you look at the stats (HP etc.) it is hard to read.
Yeah, my last approved post (which you'll probably see way before this one) shows what it looks like without texture filtering on all three presets currently, lemme know if that looks better. I wasn't going for a specific look but the closest I'd say is PC-98 without the glow / curvature pass from the old monitors, may add some film grain to the corners to mimic that aspect but I think I should nail the contrast between important elements in the UI before adding more stuff on top of it.I love CRT shaders. This is not a CRT shader.blah blah
The normal pipeline is taking a low-res picture, doing an integer upscaling the maximum number of times your screen allows, and applying a CRT shader on top. The image doubles-triples some pixels, and some of them are eaten up by CRT scanlines and other effects, but this is fine because they're redundant.
You took a small image and applied something on that exact image. It doesn't work. It ate up your actual pixels with info, resulting in loss of visual information. Or did you resize them to be so small? Why?
Also the white text font is not a pixel font, so it doesn't work. The outline doesn't help.
What specific retro aesthetic are you aiming to emulate?
When uploading screens for comparison, pls upload the same screen with/without shaders.
I gotchu fam, I'm feeling people out and planning to keep at the demo over the course of a year before attempting to go gold, so even simple takes are important so I can enumerate them over time as "potential player sentiment" or whatever bullshit term people would use.Not sure if you should take my opinion, but i hate CRT shaders, i like CRISPY pixels