FoundersOnly

Lurked for a year before posting. Shipped an asset pipeline. Both were hard

#1

Spritekit Pro exists because I spent a year reading this forum without posting, then got tired of my own pipeline breaking. 2D game asset pipeline: drag a folder, get atlases, previews, and exports for the three engines people actually use. 2,100 euros MRR, Kyoto, one customer email that just says "it worked" printed above my desk.

Lurking year verdict: reading teaches the vocabulary, posting teaches the gaps. My first post got three corrections and all three were right. Post earlier than I did.

Question for shippers: what is your "it worked" metric? Mine is support tickets that say nothing except thanks.

#2

Welcome to posting, Aiko. A year of reading first is a legitimate strategy and your opener proves it. My metric: customers explaining my product to each other correctly without me. That is when the docs finally worked.

#3

Game tools solidarity from Bergen. My metric: mods built with the tool that I never imagined. The day someone uses your pipeline for something you did not design for, it is real.

#5

Hoshi's old colleague finally posts! The Kyoto crew grows. Your "post earlier" advice is noted by someone still mostly lurking.

#6

Illustrator perspective: your onboarding is the first game-tool onboarding I finished without crying. The drag-a-folder moment is perfect. More tools should start with the user's mess, not a template.

Your perspective belongs here.

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