Going Bald
kiwifarms.net
- Joined
- Mar 30, 2025
You're not wrong.It's funny, his fans are all retarded but they still join his game jams that he holds twice a year and many have probably attended and submitted up to 4-5 practically finished games. Think about it.
People retarded enough to fall for mald's bullshit are still more capable at developing games than mald.
If we were to look at the history oneline, 400+ pages on the thread, and everything else one would chalk this ongoing "ignorance" of mald to simple "clout chasing". His "Life Coach/Digital Dharmanning" grift really drove it (the lie of fame, riches, and "being a real game designer) home for kids doomscrolling on shorts. The guy took Mr. Rogers shtick and turned it into "Just do the thing and I'll see you as my equal" but lord knows if you call him out you'll be axed for "Insane behavior" even if you simp-donated hundreds to daddy mald.
The question is:
"What's his next grift?"
He'll get a hit of cash from AoC but he gets mobbed and those affiliated are given an ingame KoS.
We're in Endgame, boys. Smoke if you got 'em.
Edit: Guys, I went ahead and used Gronk to give an estimation of the development timeline for a game like Heartbound. It may shock you:
To estimate the fastest possible timetable for producing a game similar to Heartbound—with 3 hours of gameplay across 3 chapters, using AI-generated or cheap Fiverr labor for assets (50 16-bit 2-inch-by-2-inch sprites), music, and RPG Maker mechanics with a few plugins—let’s break it down step-by-step. The goal is to optimize for speed while assuming minimal custom work and leveraging pre-existing tools and outsourcing. Here's the analysis:
Assumptions
1. Sprites (50 16-bit, 32x32 pixels)
2. Music (3-5 Tracks)
3. Game Mechanics and Assembly in RPG Maker
4. Testing and Polish
Total Timetable
Assuming you work non-stop, use AI for sprites and music, and leverage RPG Maker’s strengths with minimal custom scripting, the game could theoretically be completed in 26 hours. This assumes:
Conclusion
The fastest feasible timetable is approximately 26 hours of pure work time, achievable in 2 days with aggressive AI use and no delays. A more practical estimate, factoring in human limits and slight iteration, is 3 days (36-48 hours total, including rest). This is an extreme speed run—Heartbound itself took years due to its bespoke quality, but this approach sacrifices depth for speed using off-the-shelf tools and outsourcing.
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Assumptions
- Scope: A game like Heartbound has unique pixel art, a custom soundtrack, and non-traditional RPG mechanics (e.g., mini-games instead of standard combat). We’ll replicate this scope but simplify where possible.
- Sprites: 50 16-bit sprites (32x32 pixels, roughly 2x2 inches at standard DPI) for characters, enemies, and objects.
- Music: A few tracks for 3 chapters, totaling ~3 hours of gameplay, likely needing 3-5 short looping tracks.
- Mechanics: Built in RPG Maker with a few plugins for custom mini-games, avoiding heavy scripting.
- Tools: AI for sprites (e.g., Stable Diffusion or DALL-E), Fiverr for music and additional labor, and RPG Maker MV/MZ as the platform.
- Team: Solo developer managing outsourcing, with no significant delays in communication or revisions.
1. Sprites (50 16-bit, 32x32 pixels)
- AI Option: Using an AI tool like Stable Diffusion, you can generate pixel-art-style sprites quickly. With a well-crafted prompt (e.g., "16-bit RPG character, warrior with sword, facing right"), each sprite might take 5-10 minutes to generate and tweak (e.g., resize to 32x32, adjust palette). Assuming 10 minutes per sprite:
- 50 sprites × 10 minutes = 500 minutes (~8.5 hours).
- Fiverr Option: Fiverr artists offering 16-bit sprites (e.g., $5-10 per sprite) can deliver within 24 hours if you order from multiple gigs simultaneously. For 50 sprites, split across 5 artists (10 each):
- Order placement and brief: 1 hour.
- Delivery: 24 hours (as specified).
- Fastest Route: AI generation wins at ~8.5 hours if you’re proficient with the tool and don’t need revisions. Fiverr takes 24 hours minimum due to artist turnaround.
2. Music (3-5 Tracks)
- Fiverr Option: Hire a composer for retro 16-bit-style looping tracks (1-2 minutes each). On Fiverr, basic music gigs start at $10-20 per track, with 24-hour delivery for simple requests. For 5 tracks:
- Order placement and brief: 1 hour.
- Delivery: 24 hours from multiple composers (e.g., 2-3 gigs).
- AI Option: Tools like Suno or AIVA can generate chiptune-style music. Each track might take 15-30 minutes to generate and refine (e.g., adjust tempo, export as loops):
- 5 tracks × 30 minutes = 150 minutes (~2.5 hours).
- Fastest Route: AI at 2.5 hours, assuming you’re satisfied with initial outputs.
3. Game Mechanics and Assembly in RPG Maker
- Base Setup: RPG Maker MV/MZ allows rapid prototyping with default assets and systems. Setting up 3 chapters (maps, events, basic progression) using RTP assets takes ~1 hour per chapter:
- 3 hours total.
- Plugins: Adding a few plugins (e.g., Yanfly’s Core Engine, a mini-game system like Galv’s or MOG’s) requires downloading, installing, and basic configuration. Assume 3 plugins:
- 1 hour total.
- Mini-Games: Heartbound uses unique mini-games per encounter. With plugins or simple eventing, each mini-game (e.g., timing-based or button-mashing) takes ~30 minutes to design and test. For 10 encounters across 3 hours:
- 10 × 30 minutes = 300 minutes (5 hours).
- Integration: Importing sprites and music, assigning them to characters/events, and linking mechanics:
- 2 hours.
4. Testing and Polish
- Basic Playtest: Run through 3 hours of gameplay to catch major bugs (e.g., event triggers, plugin conflicts). Assuming real-time testing with minor fixes:
- 3 hours.
- Polish: Minimal adjustments (e.g., dialogue tweaks, map flow) post-test:
- 1 hour.
Total Timetable
- Sprites: 8.5 hours (AI).
- Music: 2.5 hours (AI).
- Mechanics/Assembly: 11 hours.
- Testing/Polish: 4 hours.
- Grand Total: 26 hours.
Assuming you work non-stop, use AI for sprites and music, and leverage RPG Maker’s strengths with minimal custom scripting, the game could theoretically be completed in 26 hours. This assumes:
- No sleep or breaks (unrealistic for a solo dev).
- Perfect execution with no revisions or tool hiccups.
- Parallel task management (e.g., generating music while building maps).
Conclusion
The fastest feasible timetable is approximately 26 hours of pure work time, achievable in 2 days with aggressive AI use and no delays. A more practical estimate, factoring in human limits and slight iteration, is 3 days (36-48 hours total, including rest). This is an extreme speed run—Heartbound itself took years due to its bespoke quality, but this approach sacrifices depth for speed using off-the-shelf tools and outsourcing.
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Am I supposed to laugh this hard? I'm done. Have fun guys.
Edit 3: Fixed the slop wall of text BS
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