[story] Sometimes the path takes a little longer

I’ve been into computers and software since 1983, when my father brought home our first personal computer. I was 10 years old. I learned to code, played and made small videogames, and I was really happy!

After finishing secondary school in the early 90s, I started university to study Information Systems. But I hit a hard wall. I was doing really well at coding, but the overall degree was oriented towards management and the parts of information technology that I really did not like. I wanted to make videogames. I had made a few on my Commodore Amiga, but at university I was learning Cobol. Well, also C, C was fun, but not Cobol.

My father wanted me to finish at all costs. “It’s very important to have a degree,” he used to say, but for me it was too much. We had a lot of discussions, and finally I decided to quit university and go my own way in 1995.

My father passed away, almost unexpectedly, in 1999. It was a really sad moment. I was 26.

Almost 10 years later, I decided to emigrate from my home country. To have better chances abroad, I also decided to return to university and finish my studies.

My second experience at university was really amazing. I finished as the third-best student, got a full scholarship, and they also hired me as a professor before I finally emigrated. It was one of the best experiences of my life.

Now I live in Germany. I make software and videogames, and I really love what I do. My university degree allowed me to work in different countries and at different cool companies. My father was right, but obviously the 90s were not my time to finish university. On top of that, in 2023, I also finished 2 videogame related diplomas, that I wish they had existed in the 90s… 

The path is not always the preset path, and sometimes we need the perspective that time can give us to see it.

I wish my father could see my achievements, but my skepticism prevents me from believing that. Anyway, I still love the idea that he can.

reddit.com
u/lucdima — 4 days ago

MilliLog: Tool to Test Game Controllers on iOS and macOS

Hi r/Controller community!

My name is Lucas Dima, recently I've build a tool to test game controllers and their response time on iOS and macOS. It's called MilliLog.

These are some of the features:

🍎 100% Native Swift — No Middle Layers

📋 Easy Drift Detection

⏱ Millisecond Precision Timestamps

🎮 Multiple Controllers Simultaneously

🕹 Stick, Button, Touchpad & Gyroscope Testing with Easy Drift Detection

🫨 Haptic Testing — All Motors, Any Intensity, No Timeout

🔊 Sound Feedback

💡 Controller Light Color Control

🔋 Display Controller Battery Level

📤 Export to CSV and JSON

And it also has a single player and multiplayer minigame to test human response time.

This is the link: https://apps.apple.com/app/millilog/id6761636959

If you want to give it a try, send me a dm and I'll send you a free code.

I hope you like it. And thanks for letting me post this.

u/lucdima — 2 months ago

We've managed to get to 99 boards in Leon's Mahjong

Leon's Mahjong is a solitaire retro pixel art Mahjong that I co-created with my son. We released it in August 2024. Back then it only had 3 boards. Now we finally reach the our goal of 99 boards!!
We are super happy!! It's available for iOS and Android (and macOS).

https://apps.apple.com/us/app/leons-mahjong/id6504485812?platform=iphone

https://play.google.com/store/apps/details?id=com.LucasDima.LeonsMahjong

I hope you like our game!

u/lucdima — 2 months ago

[dev] An update from Lucas and Leon, Leon's Mahjong is at 81 boards on the way to 99, still 99¢

One of the latest boards: A500 (guess the computer...)

Hey everyone,

Last time we posted here we were at 63 boards. Three months later we're at 81, and a lot of that is thanks to this community. So many ideas and discussions here have shaped the game, and Leon and I just wanted to say thank you.

We add 6 new boards every month until we reach a complete 99, and then it's done (maybe?). 99 boards for 99 cents, no bloat. There are 3 tilesets to choose from (one more under development), every board is always solvable with unlimited hints and undos.

Just for fun, we also hid an easter egg in the game. We have no idea whether anyone has ever found it. Since we don't track anything, there's simply no way for us to know, and we kind of love that we'll never find out. That's our small vision of a healthier, more ethical mobile ecosystem.

Ideas are always welcome, and if you'd like to try the game, just ask and we'll happily send you a key.

App Store: https://apps.apple.com/app/leons-mahjong/id6504485812

We wish you all a nice weekend.

All the best, Lucas and Leon

reddit.com
u/lucdima — 4 months ago

MilliLog: 100% native game controller tester with millisecond logging, haptic testing & a reaction minigame

Disclosure: I'm the developer, Lucas Dima (User First Software). No ads, no tracking, no in-app purchases, and zero data collected.

A — Answer (what it does)

MilliLog is a game controller testing tool for iPhone and iPad. Pair any MFi (Made for iPhone/iPad) controller and every input shows up in real time with millisecond-precision timestamps: buttons, sticks, touchpad, gyroscope. It's built for people who actually need to verify a controller (diagnose stick drift, dead zones, dead buttons, latency).

Features:

  • 🍎 100% native Swift, no middle layers, 3 MB download
  • 📋 Real-time input logging
  • ⏱ Millisecond-precision timestamps
  • 🎮 Multiple controllers simultaneously
  • 🕹 Stick, button, touchpad & gyroscope testing
  • 🫨 Haptic testing across all motors, any intensity, no timeout
  • 🔊 Sound feedback
  • 💡 Controller light color control
  • 🔋 Battery level display
  • 🎯 Reaction-time minigame (Game Center leaderboards)
  • 📤 Export to CSV and JSON

B — Better (vs the alternatives)

I built this because I'm developing a game that will need a game controller, and I had a ton of old PS4 controllers lying around that I wanted to test to make sure my new games work fine with them. (I also like to turn on the haptics and let the cat 😹 play with it.)

Here are some competitors that didn't fulfill my expectations:

  • vs Game Controller Tester: subscription-based and full of ads, hasn't been updated in ~10 months, and has no haptic testing, no reaction minigame, and no timed logging. MilliLog is a one-time purchase, ad-free, and does all three.
  • vs Gamepad Tester: 115 MB and ad-supported, with no haptic testing. MilliLog is 3 MB, fully native (fastest possible input response), and tests haptics across all motors.

Versus both, MilliLog is a one-time buy with CSV/JSON export and millisecond logging the others don't offer, and the same purchase also runs on macOS.

C — Cost

About me / transparency

I'm a real, independent developer based in Berlin, not a throwaway account.

Happy to answer anything in the comments.

u/lucdima — 4 months ago

Apparently I missed the €3999 Dark Souls era 😅

I clicked on Dark Souls Remastered in the PlayStation Store to check the current price.

A short while later I received this marketing email.

Apparently:

  • Dark Souls Remastered was reduced from €3999 to €39.99
  • Dark Souls II from €1999 to €19.99
  • Dark Souls III from €4999 to €49.99
  • Sekiro from €6999 to €69.99

Inflation has gotten completely out of hand.

I know Dark Souls is difficult, but I didn’t realize it was luxury-yacht difficult.

u/lucdima — 4 months ago
▲ 882 r/IndieDev

Got a 1-star review because my retro pixel-art game looks “pixelated”

u/lucdima — 5 months ago

It was 2012~. I was a happy user of an iPod touch and a 3rd generation iPad. I was really pleased and very excited about these new platforms, which showed huge potential for video games, demonstrated by great classics like Angry Birds and Plants vs Zombies, among others.

A new platform is something spectacular to experience, especially as a player. And for developers a little bit too. It was a time of several big indie hits and even video games created mostly by a single person.

And it was at a great friend’s dinner that I witnessed for the first time how it all went to hell.

I was having dinner at his modern, minimalist gated community house (Argentina, very wealthy people, to give you an idea, he had a code with the wifi password painted on the pool); he’s passionate about making sushi. Everything was exquisite. Another guest was a venture capitalist and a senior manager at Microsoft Argentina. At that time, despite having some Apple devices, I was more on the open source side of the world, and I truly never liked Microsoft. Or Micro$oft, as I sometimes call it. But what I was about to witness, I think, exceeded the greed of this Redmond giant.

And that’s when it happened, the good investor said to my friend, verbatim: “what the mobile gaming sector is delivering is incredible, with microtransactions, we’re getting a massive ROI. And this is just the beginning.”

I half-heard it, I was in another conversation or more focused on the delicious sushi. But it kept bouncing around in my head. Microtransactions, son of a bitch, I think we’re lost….

I few days after, I played a spectacular plane game on my iPad (I love plane games) and suddenly I saw how all the gameplay was tied to buying upgrades with real money, ammunition with real money, every missile my plane would fire would cost real money. Paying real money to speed up upgrade processes, and that was just the start. Shortly after I saw Clash of Clans, Candy Crush. Full of hope I downloaded Plants vs Zombies 2, and more of the same, ads, microtransactions, everything artificial and a game design oriented toward retention and microtransaction payments.

The ecosystem was broken. At least for me. The toy was broken, the gameplay was broken. My iPad and my iPod touch were no longer the same.

Every time I saw a game in the App Store it said (in-app purchases).

All the excitement, into the trash.

At least I enjoyed those few years before microtransactions. I guess the investor must have made an absurd amount of money without really realizing that he partly broke (they broke) something wonderful.

In 2021 I formally started the comeback. I published a software development manifesto that limits these predatory practices and proposes an alternative that thinks of the user first. It’s called User First Software. And it has a special section for video games. In 2024 I published my first commercial video game that implements, or subscribes to, this manifesto. I’m proud of that. Unfortunately the monetization isn’t the same. Competing against these Goliaths is also complex, with daily ad budgets of 7 digits; but it doesn’t matter. We’re on the right side of the issue. There’s an audience out there that got tired of microtransactions, of predatory practices and of pay to win. There are parents who got tired of seeing their kids desperately begging to get more little diamonds of some color.

If your software or your game isn’t free to play, I invite you to post it in the comments. Let’s show the Goliaths and the players that we can play on mobile again like in 2010. Let’s reclaim the mobile industry.

Looking forward to reading you!! Thanks!​​​​​​​​​​​​​​​​

(Original text was written by me in Spanish)

reddit.com
u/lucdima — 6 months ago