Recent submissions

Comment · 1 month ago
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
Comment · 5 years ago
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.
Comment · 5 years ago
Maybe something from this:? „Fathom Analytics”, „Matomo”, „Simple Analytics”, „Plausible Analytics” Not used any of them, but they seem interesting.
Comment · 5 years ago
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.

Live from the official Hacker News API

A modern reader for Hacker News · SvelteKit + Skeleton