I resurrected Liinux on DeX!

Yesterday i posted about my upcomming Open Android DeX, today i finished Mac version and Linux destro too. Probably ready for next week release!

u/dotnetdreamer — 1 day ago

My wife just launched her first game on the Play Store and I am more nervous than she is

So this finally happened. I (I also posted a while ago here) published my wife's first game went live on the Play Store and I have been refreshing the console every ten minutes like it will change something.

https://preview.redd.it/yt1v97aor3kh1.png?width=1064&format=png&auto=webp&s=ae457769daf01da00d2de14bb4a6414df022081f

It is a Ludo game. I know, I know, another Ludo game. But she was stubborn about doing it properly. Full 3D board, online play with friends, voice chat while you play, offline vs bots for when the internet dies, and way too many board themes that she obsessed over for weeks. Our house basically turned into a QA lab, phones charging everywhere, everyone kicking each other's tokens and calling it testing.

It is free and made completely here

https://play.google.com/store/apps/details?id=com.dotnetdreamer.ludowala

AppStore: In Review

If you have five minutes, install it, try to break it, and tell me honestly what is bad. She reads everything, so be real. And if you enjoy it, a review on the store would genuinely make her day.

Happy to answer anything about the stack, publishing pain, Play Console drama, all of it.

reddit.com
u/dotnetdreamer — 2 days ago

Soon open sourcing my DeX for windows / mac / wireless dex!

I recently build this as my company was blocking everything on my laptop. So i build a DeX for Windows alternative. Some people have already tried it but they are closed source / not featured complete

u/dotnetdreamer — 2 days ago
▲ 1 r/localization+1 crossposts

The easiest way to manage multi-langauge screenshots

I make store screenshots for my own apps, and localization was always the part that cost the most. One design file per locale, then a headline moves and I move it again in eleven other files. So I built the editor I wanted, and it is free and open source. The language feature just shipped and that is what this post is about.

The idea is that one project holds every language. The layout is shared, and only text, fonts and screenshots are per language. Move a headline while English is showing and it moves in all of them. Type a German headline and it stays in German.

What it does

Pick languages from the store locale list (de-DE, ja, pt-BR and so on), so the codes match what App Store Connect and Play expect.

Adding a language fills in machine translations to start from. They are marked as machine written, and anything you type over one is never overwritten by a later refresh.

Fonts follow the script, so Japanese picks up a Japanese face instead of rendering your Latin font as boxes.

Text that runs longer in translation shrinks to fit instead of clipping. German and Russian are the reason that exists. If one language really needs its own size or position, you can detach that one property for that one language.

There is a translations table with CSV export and import, for handing strings to a human translator and loading the reply back.

Export one language or all of them at once. From the desktop build you can upload straight to App Store Connect or Google Play, with each file going to the right locale listing.

60 second video of the whole flow: https://youtu.be/mO17AX-PXgc

Editor: https://editor.openscrgen.app

Source: https://github.com/dotnetdreamer/open-screenshot-generator

Free, no sign up, runs in the browser. Projects stay in your own browser storage unless you connect your own Drive or GitHub.

A question for this sub, since you all ship more locales than I do: when you localize a set, do you translate all of the screenshots or only the first two or three? I have heard both, and I would like to know what actually pays for itself.

u/dotnetdreamer — 7 days ago

Game Pre-Launch Gift

I posted my 3D Ludo board game here last time expecting silence but nstead people actually looked at it and gave very nice feedback in my messages.

For context on why that landed so hard: I have been building this alone for months. There were whole weeks where the only reason I opened the editor was stubbornness. So a room full of people who actually know three.js stopping to look at it does something to you that I am not going to be able to explain properly.

So at 3am I did the only thing I could think of.

There is a pre-launch gift sitting in the build. Every pack in the shop free, one of each per account. I wrote it months ago and I was saving it for release day. I turned it on last night instead, before launch, because of this thread.

That is the whole post. Nothing to enter, nothing to redeem, no code. If you never touch it that is honestly fine. I just wanted to say thank you somewhere that actually cost me something.

u/dotnetdreamer — 10 days ago
▲ 10 r/threejs

I am impressed! thank you

I did not sleep much last night.

I posted my three.js Ludo board here yesterday expecting silence, or one person telling me my lighting was flat. Instead people actually looked at it. Someone asked how the dice cup works. Someone said it reminded them of playing on the floor with their cousins. I read every comment. Some of them twice.

For context on why that landed so hard: I have been building this alone for months. There were whole weeks where the only reason I opened the editor was stubbornness. So a room full of people who actually know three.js stopping to look at it does something to you that I am not going to be able to explain properly.

So at 3am I did the only thing I could think of.

There is a launch gift sitting in the build. Every pack in the shop free, one of each per account. I wrote it months ago and I was saving it for release day. I turned it on last night instead, before launch, because of this thread.

That is the whole post. Nothing to enter, nothing to redeem, no code. If you never touch it that is honestly fine. I just wanted to say thank you somewhere that actually cost me something.

u/dotnetdreamer — 11 days ago
▲ 86 r/threejs

Three.js is all we need!

I have been working on a 3D multiplayer Ludo game called Ludo Wala built with three.js. It runs everywhere and I built it to be a lot more interactive than the standard 2D Ludo apps out there.

I could really use your help testing out some of the unique features I added. For example there is real 3D dice play and you can physically rotate the board. I also added action play right inside the game where you can throw things like rockets or grenades at other tokens, or send a guard dog to scatter pieces. There is even a physical punch animation when you capture a piece.

On top of that it has live voice chat and true multiplayer support. There is also an offline mode with AI bots that actually taunt you based on what is happening in the game.

I am mainly looking for feedback on the gameplay mechanics and the connection stability. If anyone has time to give it a spin and let me know how the 3D elements and action features feel, it would be a huge help. Any advice on how to get more eyes on this would also be highly appreciated.

As a bonus you get free millions of tokens & gems as launch promotion available in a shop inside the game.

Thanks in advance!

Website: https://www.ludowala.app/

Android: Needs your googel play email

iOS: Test flight account

u/dotnetdreamer — 13 days ago

As a solor developer, need feedback for my 3D Ludo & Action game that you have never experienced before

I have been working on a 3D multiplayer Ludo game called Ludo Wala and I am looking for some feedback from this community. It runs everywhere and I built it to be a lot more interactive than the standard 2D Ludo apps out there.

You can checkout the intro here but I could really use your help testing out some of the unique features I added. For example there is real 3D dice play and you can physically rotate the board. I also added action play right inside the game where you can throw things like rockets or grenades at other tokens, or send a guard dog to scatter pieces. There is even a physical punch animation when you capture a piece.

On top of that it has live voice chat and true multiplayer support. There is also an offline mode with AI bots that actually taunt you based on what is happening in the game.

I am mainly looking for feedback on the gameplay mechanics and the connection stability. If anyone has time to give it a spin and let me know how the 3D elements and action features feel, it would be a huge help. Any advice on how to get more eyes on this would also be highly appreciated.

As a bonus you get free millions of tokens & gems as launch promotion available in a shop inside the game.

Thanks in advance!

u/dotnetdreamer — 15 days ago

Looking for feedback on my 3D Ludo game with action and multiplayer

Hey guys,

I have been working on a 3D multiplayer Ludo game called Ludo Wala and I am looking for some feedback from this community. It runs entirely in the browser and I built it to be a lot more interactive than the standard 2D Ludo apps out there.

https://reddit.com/link/1vdh9sz/video/q40htotakygh1/player

I could really use your help testing out some of the unique features I added. For example there is real 3D dice play and you can physically rotate the board. I also added action play right inside the game where you can throw things like rockets or grenades at other tokens, or send a guard dog to scatter pieces. There is even a physical punch animation when you capture a piece.

On top of that it has live voice chat and true peer to peer multiplayer using WebRTC, meaning there is no central game server slowing things down. There is also an offline mode with AI bots that actually taunt you based on what is happening in the game.

I am mainly looking for feedback on the gameplay mechanics and the peer to peer connection stability. If anyone has time to give it a spin and let me know how the 3D elements and action features feel, it would be a huge help. Any advice on how to get more eyes on this would also be highly appreciated.

Thanks in advance!

reddit.com
u/dotnetdreamer — 18 days ago

Finally an Open Source Screenshot/Graphics tool with auto translate, MCP and claude, copilot support

Every time I shipped an app I hit the same wall: the stores want pixel perfect screenshots in a dozen sizes, and every tool for the job is a paid cloud service that asks me to upload screens of an app that isn't even public yet.

So I built the opposite. Open Screenshot Generator is a free, open source design studio for App Store and Play Store screenshots. It runs entirely in your browser: no account, no upload, no watermark, no paid tier, no server at all. Everything is stored locally in your browser and never leaves your machine.

What it does today:

  • Auto Translate
  • MCP Server (for Claude, Copilot, Cursor etc)
  • An optional AI agent that builds the whole listing from your raw screenshots
  • Templates already sized for both stores
  • 2D and 3D device mockups, your screenshot stays clipped to the glass even when you tilt the phone
  • One click export of every size Apple and Google accept
  • App preview videos, encoded to MP4 right in the browser with WebCodecs
  • Desktop apps for Windows, macOS and Linux

It's MIT licensed. If it saves you a launch evening, a GitHub star is the whole business model.

Try it: openscrgen.app
Source: github.com/dotnetdreamer/open-screenshot-generator

What would make you switch from whatever you use today? People have already asked for batch export naming, a store compliance checker, brand kits and localization, and those are on the issue tracker now.

u/dotnetdreamer — 20 days ago

What's your workflow for creating professional App Store screenshots?

I want to improve my current assets because they lack a polished finish. As a software developer, I am comfortable with backend logic and architecture but unfamiliar with design software or graphics workflows.

Creating marketing assets with proper device frames and layout standards feels like an entirely different discipline. What methods or tools do you suggest to generate high quality store graphics efficiently?

reddit.com
u/dotnetdreamer — 1 month ago

Announcing AppStore & PlayStore Screenshot/Graphic/Video designer

A browser-based editor for designing app store screenshots. You lay out artboards on a canvas, place device mockups on them, load your app screenshots into the frames, add text and shapes around them, and export PNGs at the exact sizes Google Play and the Apple App Store ask for.

Everything runs client-side. Projects are saved to your browser's IndexedDB, so there is no account, no backend, and nothing leaves your machine
Github: https://github.com/dotnetdreamer/artboard-studio
Website: https://dotnetdreamer.github.io/artboard-studio/

reddit.com
u/dotnetdreamer — 1 month ago
▲ 1 r/SaaS

I spent 14 months building a free design tool. 4 GitHub stars. Nobody even cared enough to open an issue

  • 163 commits
  • a web app, plus desktop builds for Windows, macOS and Linux
  • an AI agent for free
  • 4 GitHub stars
  • 0 forks
  • 0 issues

That last zero hurts the most. Nobody even complained. A complaint means someone tried it and wanted it to be better. At this point I would kill for a complaint.

The tool makes App Store and Google Play screenshots. You drop your screenshots into device mockups, add text, export at the exact sizes the stores demand. Tools in this space charge a monthly subscription for it. Mine is free and it made no difference.

What I actually got wrong, written down so you don't repeat it:

  1. I built for 14 months and marketed for roughly zero of them. Every commit felt like progress. It wasn't progress, it was hiding
  2. "Free and open source" is not a distribution strategy. Nobody finds your repo just because it deserves to be found
  3. I built a tool for app developers and never once went where app developers hang out. I'm posting here first because, honestly, it felt safer than posting where my actual users are

I'm not shutting it down. But I'm done pretending that shipping is the hard part. Shipping was the easy 90%.

To anyone who launched a free or open source tool: what actually got you your first 100 users? Because "just charge for it" doesn't fix "nobody shows up".

reddit.com
u/dotnetdreamer — 1 month ago

Make app stores screenshots that runs entirely in your browser

https://preview.redd.it/7batqz9d1tbh1.png?width=1536&format=png&auto=webp&s=6c75c9fcad9f3fd9d1a162ae4bb2a506369354bf

Hey everyone,

I make a lot of those app store listing screenshots, the ones with a phone mockup and some marketing text beside it. Every tool I tried was either a paid subscription, locked behind an account, or quietly uploading my work to someone else's server. So I ended up building my own, and I figured a few people here might find it useful.

It is called Artboard Studio. The short version:

  • It runs completely in your browser. No account, no signup, no backend. Nothing you make ever leaves your machine, and projects save to your browser's local storage.
  • It is free.
  • You drop your app screenshots into device frames (iPhone, Android, tablet, desktop, or your own custom mockup image), add text and shapes around them, and lay out as many screens as you want on a single canvas.
  • When you export, it asks which store you are targeting and renders each screen to PNG at the exact size Google Play or the Apple App Store expects, so you are not stuck guessing pixel dimensions.
  • It has layers, undo and redo across the whole project, copy and paste between screens, and a set of Google Fonts that includes Arabic and Urdu families if you need them.
  • There are a few starter templates so you are not staring at an empty canvas.

It started as a side project to scratch my own itch, so I would genuinely love feedback on what feels clunky or what is missing. If you make app screenshots regularly, I would really like to hear how you currently do it.

Link: https://github.com/dotnetdreamer/artboard-studio

Thanks for reading.

reddit.com
u/dotnetdreamer — 1 month ago