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donislawdev

126 karma · joined February 5, 2021

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donislawdev··on [dead]
Hello, my Testing Files Generator has just got V0.3 update :-) desktop CLI/GUI,24 formats, boundary testing, various settings. ^ If you like the project, please star it

What has changed?

- Multi-thread support, all actions are now a lot faster

- Tons of performacne optimizations (dry run for 100k files went from 15.7-19.7 seconds to 0.49-0.56 seconds, same with other things)

- "Damage" module, we can now generate damaged files, right now only first bytes "damaged"

- new formats: tiff, avif, jpg xl,webp

- Huge update to .log files, I think there are right now 6 log types + we can do different things for timestamps, formats.

- We can now create archives with directories, want to create archive with 60 directories? No problem, and "encrypt" option has been added to archive.

- utf-8,utf-16, bom, line ending has been added to "text" files (not only .txt)

- We can now generate xlsx with 32768 collumns

- .csv now takes delimiter type, we can hide/show headers,

- we can now create minifed json + we can set height/width for .svg

- GIF can now be animated (before was only 1 frame, now it's 1-60 frames)

That's in short, it's over 80 commits, what's next? I got plans for rework of the GUI, but not sure if it will hit 0.4, I want to get more things into "pdf" and add more "damage" modules + new presets.

Full List Of Formats

Some features:

    Hit an exact size, to the byte - ask for 10485761 bytes and get exactly that, never a silently rounded file.

    Write 24 real formats - a generated PNG opens in an image viewer, a DOCX opens in Word, a ZIP extracts. Not padded zeros with an extension.

    Say what should happen to each file - the manifest carries an expected outcome, so your test reads the assertion instead of you writing it out.

    Repeat itself byte for byte - same recipe and seed, same bytes, on any machine. Commit a small recipe instead of large binary fixtures.

    Build a boundary set in one command - one byte under a limit, the limit itself, one byte over. That is where off by one errors live.

    Produce ten thousand files at once - one command, one manifest, and sizes drawn from the seed.

    Fill an archive for real - a ZIP that holds 200 documents, not a stub with the right extension.

    Take settings per format - image dimensions, JPEG quality, PDF pages, spreadsheet rows and columns.

    Fit into CI - an exit code for every ending, machine readable output, and nothing on standard output when a run fails.

    Clean up after itself - verify tells you nothing moved, cleanup removes exactly what it wrote and nothing else.

    Work completely offline - no account, no cloud, no telemetry, no update check. The command line binary has no network stack compiled into it at all.

    Cost nothing and stay out of your way - GPL-3.0, and the files you generate are yours with no strings attached
donislawdev··on Steam Sales Stats from My Game – Yerba Mate Tycoon and Android/iOS Release Stats
Hello, I'm the author of the blog post, this blog post cover statistics from early access + after it (~5+ months). And I'm showing statistics from my Android/IOS game + sharing some Steam wishlist experience and a lot more. if you got any questions, feel free to ask :-} I'm just 23-year old newbie, I don't work in gamedev or as a programmer, I'm just newbie.
donislawdev··on I Had Removed Google Analytics and Google Services from My Website Why I Did It?
Maybe something from this:? „Fathom Analytics”, „Matomo”, „Simple Analytics”, „Plausible Analytics” Not used any of them, but they seem interesting.
donislawdev··on My Steam Game Revenue Stats
Good question, no budget for it, for localization I would pay $2000-$5000+ or even more. There are tons of words. If on launch I was selling the game (Argentina) for $0.5, like 30% of that goes to me, so $0.15. Then for the pay of localization I would need to sell 13k-60k copies in Argentina. No chances. 13k copies just for paying for localization or even more copies.

Even big indie games don't pay for localizations, it's not worth it, selling 13-60k copies in xx country is hard.

Right now, the game is translated in 70% to Spanish by community. I know indie games that earned millions of cash, but still, they rely on the community translations.

donislawdev··on My Steam Game Revenue Stats
It's human speech, not software :-}
donislawdev··on My Steam Game Revenue Stats
Thanks :-}
donislawdev··on My Steam Game Revenue Stats
Thanks :-} A lot more than 1% is playing :-}
donislawdev··on My Steam Game Revenue Stats
My all previous games (mobile + web+ were failure.

From the blog

"Before the game launch, I knew that game will be a failure. I was expecting most sales from Latin America (low price), my all previous mobile games were a failure, wishlist number was low + in the first month of early access (outside of Steam) I sold 0 games copies. So, there were no success indicators. I got no problem with it, everything is running according to my plan, If my whole life is a failure, then a “failure” is something normal, it won’t affect me :-}"

donislawdev··on My Steam Game Revenue Stats
First Steam game, others were mobile + Web Games.

I got even post about my other game stats: https://donislawdev.com/earnings-and-statistics-from-my-8-ga...

All released.

donislawdev··on My Steam Game Revenue Stats
Niche genre :-} I know that the game will fail (before release), it's not problem for me :-}
donislawdev··on My Steam Game Revenue Stats
"meaning he sold to other developer" No, I was marketing the game on yerba mate groups etc + Argentina gaming and many other places. I don't market my games to game devs because they are not my target :-} I'm not posting info about my games on dev groups or anything, just from time to time, I'm back with my stats, but those stats are before posting about the game to dev groups, so sales comes from players interested in the game :-}
donislawdev··on My Steam Game Revenue Stats
Thanks :-}
donislawdev··on My Steam Game Revenue Stats
22-year-old solo developer from Poland :-} One-man team.
donislawdev··on My Steam Game Revenue Stats
Adapt or Die :-} That's how it works, I just accept it.
donislawdev··on My Steam Game Revenue Stats
My game is PC game, when I will release on IOS/Android the price will be lower on that markets.

On PC $5 is good price, not too low (like $1 or $2), not too high like $20-$30. Feedback from players mostly say, that the game price should be higher.

donislawdev··on My Steam Game Revenue Stats
GDC talks are great, tons of interesting information.
donislawdev··on My Steam Game Revenue Stats
I'm honest person :-} Irony/Joke is a strong weapon in marketing.
donislawdev··on My Steam Game Revenue Stats
Just interested in it, I can gain this way experiences in releasing paid game on Android/IOS. From other side t's a lot harder (crowd market), for other there are not many paid tycoons, real tycoons games + a lot of players asked about mobile version.
donislawdev··on My Steam Game Revenue Stats
I got a respect to players cash :-} I know
donislawdev··on My Steam Game Revenue Stats
Special price for first EA (early access) customers. Steam recommend 10% discount.
donislawdev··on My Steam Game Revenue Stats
Thank you a lot :-}
donislawdev··on My Steam Game Revenue Stats
Yep, agree
donislawdev··on My Steam Game Revenue Stats
Sorry, it's standard in Europe, that's why I used it: 15th of June to 15th of July.
donislawdev··on My Steam Game Revenue Stats
It's Day/Month Day/Month I'm from Poland (Europe)