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Posts by MasterBroNetwork

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And as a result, I've just not had any motivation to work on the project, since I feel stuck in my options/choices.

I can't use tools like Glaze to reduce the amount of AI slop people will inevitably use my own work for and this constant fear is utterly paralyzing.

2 weeks ago 0 0 0 0

To anyone currently making their own game, I'd like to ask if anyone else has had this sort of gripping fear when considering publishing anything on their project early with the rise of AI lately.

I've had an idea in mind for a while now but I'm afraid to share anything about it bc of AI-

#gamedev

2 weeks ago 3 2 1 0

Been following Wanderstop's development for a while now since I first discovered it on C418's Bluesky page, gutted to hear this news honestly, I wish the best of luck for everyone who is being laid off as a result of the studio's closure in finding a new job. o7

#gamingnews #gaming

3 weeks ago 1 2 0 0

Had a ton of fun playing this so far, awesome work from Hakita and the @ultrakill-game.bsky.social team <3

1 month ago 1 0 0 0
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FOR IMMEDIATE RELEASE:

New Blood teams with Make-A-Wish International, will donate 10% of all anniversary sale revenue to children with critical illnesses โ™ฅ๏ธ

1 month ago 1018 1457 7 17

Glad to hear it, I've had a ton of fun so far with Fraud despite the framerate issues, I've especially enjoyed figuring out good routes / paths to go when trying to P-rank a level since the geometry is so mind-bending.

1 month ago 0 0 0 0

Loved playing Fraud, I'm going to wait for some performance hotfixes before trying to P-rank it, but I still had a blast playing each level, even if it was the most confusing, utterly mind-bending experience I've ever had in a game.

8-4 caught me off-guard, but I really liked it.

1 month ago 1 0 0 0

I don't really use Unity, but if I had to guess, it was some unforeseen last-minute problem during the QA fixes that delayed the update's release for a few more hours?

1 month ago 0 0 0 0

I was blown away when it dropped and I played through it, the only problem I ever had was the framerate issues, especially in 8-3, but I still managed to power through them and complete the layer, and I loved every second of it.

(I dread to think what dark magic was pulled to make this though...)

1 month ago 1 0 1 0

Personally, I think these work best if the player can skip them after having seen them once already so they're not bogged down by exposition and lore on their next playthrough or first speedrunning attempt.

2 months ago 3 0 0 0
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Love the art style, reminds me a lot of Hyper Light Drifter if you've seen that game

3 months ago 2 0 1 0

And I am now in a much better mood for tonight by seeing this adorable kitty :)

3 months ago 1 0 1 0

Was not aware that John Romero had a YouTube channel, so glad I found it though, Doom has had a huge part to play in my life, even if not directly.

3 months ago 0 0 0 0

Been looking into C#/F# for a short while now for one of my own projects, I'll be sure to take a look at this when I've got the time to do so.

3 months ago 0 0 0 0

In the meantime, I've been looking into switching from Windows to a Linux distro like CachyOS or Omarchy given the recent changes made to the OS.

Still stuck on Windows right now though since a lot of apps I use daily do not work on Linux with no good alternatives available :(

3 months ago 1 0 0 0

Just thought I'd say this, thank you to everyone who has followed my profile recently, it means a ton to me and I really appreciate the support. ๐Ÿ’–

Been busy IRL recently so I haven't had much time to post anything, but with the advice and support I've been given, it has really helped out.

3 months ago 0 0 1 0

Outside of that though, as long as this doesn't lead the Godot project down Unity's path, I reckon this'll be a good thing in the long run, especially if it leads to more companies donating back to Godot for the services provided.

3 months ago 1 0 0 0

"eXRP (eSOL XrossReality Platform)", bit of an unfortunate acronym here, seeing as XRP is often tied to crypto grifters and the likes.

3 months ago 1 0 1 0
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The most intense object catching game ever (I kept picturing this with DOOM music and visuals lmao)

3 months ago 2 0 0 0

Love it, perfect placeholder.

4 months ago 3 0 0 0

It'd actually be easier to just keyboard smash or copy-paste some random excerpts from an actual piece of literature as a placeholder, or, you know, the ol' reliable Lorem Ipsum text?

It's genuinely stupid just how much people rely on AI for things they don't need to.

4 months ago 34 2 1 0

I'm still fairly new to functional programming as a whole, so I'm not sure if I'll use F# in any proper capacity at the moment, but all of the advice and tips so far have intrigued me, so I'll definitely be sure to at least give it a shot.

4 months ago 0 0 0 0

Relatable tbh, I still struggle a lot with drawing proper shapes, especially for diagonal textures (ie. item sprites in inventories), and I always end up hesitating with art, but once I get into it, I find myself having a lot of fun. It makes a nice change sometimes to programming or storywriting.

4 months ago 1 0 0 0

Thanks, I really appreciate the advice!

4 months ago 0 0 0 0

Been looking at F# recently, and I think I might give it a look at some point, I'm probably going to just tinker with it a bit on the side while trying to figure out C# and MonoGame itself.

4 months ago 3 0 2 0

(I thought I replied to this last night, I must have forgotten to hit reply since it was late by time I got to typing, sorry about that!)

I think I'm going to go with C# after looking into it further today, it seems to be the best option for me currently given my background, tysm for the help!

4 months ago 1 0 0 0

Probably going to go with C# simply because of ecosystem maturity and platform compatibility, thanks a lot for the advice!

4 months ago 0 0 1 0
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I thought Rust would be a good choice, but I'm beginning to have second doubts after struggling severely with the learning experience, even on basic sections.

Now I'm not sure if I should try going with C++ for performance, C# for comfort (not manually managed), Zig (as a middleground ig?) or what.

4 months ago 0 0 1 0

Sorry, I've been all over the place IRL today honestly, I've mainly worked with Java, Lua and a tiny bit of C++ in the past.

I'm trying to work out what language would work best for my current game project without also driving me insane trying to get basic features done or when debugging it (cont.)

4 months ago 0 0 2 0

I'd really appreciate some advice about this as I'm not really sure what to do now.

5 months ago 0 0 1 0