I don't have looked into Flame too much, but I would say the main difference is that Flame builds on top of Flutter while right now Bullseye2D only builds on the web package.
Flame offers more out-of-the-box features, while with Bullseye2D you have to build many things yourself, but it doesn't force you into a predefined structure as much. The API is more prodcedural style, making it relatively quick to learen in its entirety, without too much "magic" happening under the hood.
I think for most people Flame would be the better choice (it is also been around longer, which means better support...), however, I really love extremly simple approaches. I also believe it has advantages when you tailor your systems and architecture to your own requirements. Lots of stuff in 2D Game Development is also extremly simple (so often having to deal with a complex physics module or rendering pipeline or entity component system is contraproductive).
Yes, maybe it's a stupid thing to say. My thought was that the simplicity of the API takes out a lot of the complexity of it compared to engines with complex structures, entity hierarchies, event systems and features that need to fit a wide range of genres. Especially if you want to make something simple or just a prototype.
I ported this game from the Book "Code The Classics" which was written in Python/PyGame. It should be relativley easy to add mobile touch inputs to it, but I didn't have time for that yet.
This is not only an Apple problem. Most software developed today is in a terrible state. What boggles me the most is that how users are immune against it - it's so normal that software doesn't work or has bugs that most users don't even get upset - it's just the way it is. It's software - what can you do? :(
Yes, that's right. But social media platforms always tend to have something new on it each time you check them, which creates a strong incentive to check them even more often. News sites, for example, on the other hand, don’t use algorithms that encourage doom scrolling and keep you engaged far longer than you intended.
It’s not clear, yes: I think they have way too much power in the wrong hands. Now, hypothetically speaking: If they were to lose most of their users, they would lose their power. So, in one way or another, everyone supporting those platforms (by using them) is part of the problem - and that would be the reason to stop using them (again, I know this is quite hypothetically).
My idea was to release it for free and cross-promote my other game in it I'm currently working on. But don't know if it works out, because it's quite niche.
I think it should be DRM free (at least I haven't opted in anywhere for it on the Steam Backend). I might consider to upload it to itch.io as well when I find some time.
I also thought about if I should offer it as Download on my website, but I don't know if anyone on PC nowadays still would install games via an unknown website :-)
When I had it nearly finished I asked an artist if he could do a mock up. I liked it so much that I thought "Cool, I'll let him remake all the graphics quickly and release it then".
Then when I replaced the graphics I continously added new features as well and a popular video game musician (Chris Hülsbeck) joined the project. Now with so much talent working for the project I felt like the gamedesign wasn't a good match for it anymore, so I basically started over (I thought about this for a month or two, then finally throw away all source code and restarted without realizing that I have basically threw a nearly finished game away). This sounds pretty dumb in retrospective, but back then I just didn't saw it.
When I was looking for remote contract work as a freelancer a few years ago, I had the problem that most of the offers I found online were through HR agencies. This was pretty frustrating because the people I talked to weren't part of the company who were looking for people and often didn't have any technical knowledge, so they were just checking resumes for matching keywords. They also wanted ~15% commission for life (!!), which felt like a big rip-off.
So I changed my strategy. I searched for companies I found interesting that were looking for permanent employees. And I approached them with my resume and a nice mail that I wanted to work as a freelancer, not an employee, and offered to meet - even if they weren't interested in freelancers. Simply to get to know each other.
In the weeks that followed, I had many meetings and found some very good companies to freelance for over the years.
Of course, this might not work for larger companies because the HR department doesn't have the power to decide whether to work with a freelancer or not. But I found it very satisfying to work with smaller companies, and it also resulted in some friendships/contacts that went beyond the collaboration.
(Note: As of today I no longer doing contract work because I started to work full time on my own projects)
Flame offers more out-of-the-box features, while with Bullseye2D you have to build many things yourself, but it doesn't force you into a predefined structure as much. The API is more prodcedural style, making it relatively quick to learen in its entirety, without too much "magic" happening under the hood.
I think for most people Flame would be the better choice (it is also been around longer, which means better support...), however, I really love extremly simple approaches. I also believe it has advantages when you tailor your systems and architecture to your own requirements. Lots of stuff in 2D Game Development is also extremly simple (so often having to deal with a complex physics module or rendering pipeline or entity component system is contraproductive).