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Joined 1 year ago
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Cake day: June 3rd, 2023

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  • I don’t know a lot about networking. I’ve only attempted and failed to make some small multiplayer games. But, I think that if you were in a position to actually have users with compromised systems, you’d also be in a position to hire an expert to close the breach. Maybe I’m wrong. But to me it seems like worrying about licensing fees. If you actually need to pay them, you’re doing way better than the average indie and probably have the means to take care of them.







  • I bought a Reliant Kore game package a few years ago. I didn’t have enough PC horsepower to run it at the time so it just sat. Just before 3.18 came out, I got some upgrades and could actually run the game.

    I had quite a bit of fun with it before 3.18 came out. Since then, it’s been too buggy to enjoy much gameplay unfortunately. So I’m back to waiting for more updates (and maybe more upgrades on the PC) before I jump back into it.

    I did upgrade my Reliant Kore to a cutty black. So I’m looking forward to getting more use out of that ship in the near future.










  • Being relatively new to Godot, I don’t have particularly good sense of what’s new or old but some of my favorite features of the engine are:

    No. 1 above all else is how lightweight it is.

    The fact that it’s totally open source and will never cost me a dime.

    I really didn’t like GDScript in the beginning but after working with it for a while, I’ve come around to see how fast and easy it is to get things going.

    I love that if you set a custom splash for your game, the editor gets the same splash. Makes it feel a lot more personal to your project.

    Some of these are going to sound pretty inconsequential but I don’t think so. All of them remove startup friction and get you wanting to work on your game more.