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16 votes
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The design of puzzles
12 votes -
Video game workers launch industry-wide union with Communications Workers of America
65 votes -
Dudelings: Arcade Sportsball postmortem and FOSS announcement
6 votes -
Housemarque's next game, Saros, would never have been possible if the studio remained independent, according to its CEO Ilari Kuittinen
5 votes -
Two Split Fiction players invited to Stockholm to see Hazelight Studios' next game after beating rock-hard secret level Laser Hell
10 votes -
[SOLVED] Bug: Text labels disappear in settings menu
I'm touching up a game with a dev who is getting their code ready for a FOSS build of their game. One of the more persistent bugs is something weird in the settings menu, where an option is...
I'm touching up a game with a dev who is getting their code ready for a FOSS build of their game. One of the more persistent bugs is something weird in the settings menu, where an option is focused and checked off, the text label disappears. Color override doesn't seem to affect the behavior, but if I go into the game editor and uncheck Clip Content and Follow Focus, the behavior flips and now it's focused and UNchecked text labels that disappear. I'm putting feelers out for advice on the usual haunts, and I thought I would ask here too.
Godot version is 3.6, the only modification is that it uses Godotsteam.
5 votes -
Google is bringing every Android game to Windows in big gaming update
26 votes -
Intel XeSS 2 SDK released for Arc GPU
7 votes -
shite: the little hot-reloadin' static site generator from shell (assumes Bash 4.4+)
22 votes -
‘Pokémon Go’ video game maker Niantic acquired by Scopely for $3.5 billion
27 votes -
Have you made a video game? Can I play it?
I've had some ideas for a game simmering for a while now and I've finally committed to learning Godot to see what I can put together. I'm still in need of some inspiration, though, and I know...
I've had some ideas for a game simmering for a while now and I've finally committed to learning Godot to see what I can put together. I'm still in need of some inspiration, though, and I know there's a few folks around here who have made games. Complete, polished, sketchy, half-baked - doesn't matter! - I'd love to see what people here have come up with!
49 votes -
Playdead Studios co-founder Dino Patti alleged he was threatened with an intellectual property suit from fellow co-founder Arnt Jensen after things "went downhill" between them
5 votes -
Danish toymaking giant Lego has said it wants to start to bring video game development in-house
19 votes -
Build it yourself
19 votes -
The Balatro timeline
59 votes -
HTTP.sh: a web framework written entirely in Bash
20 votes -
Godot 4.4 release - A unified experience
20 votes -
Update on Tildes codebase: Less community fork, more official maintainers
Last month we started a community-maintained fork of the Tildes codebase. A lot has happened since then. The biggest change: @Bauke and I have been added as maintainers to the official Tildes...
Last month we started a community-maintained fork of the Tildes codebase. A lot has happened since then.
The biggest change: @Bauke and I have been added as maintainers to the official Tildes repo! As a result, we're moving the community fork to the backburner for now, as we focus on nearer-term changes that will directly improve the main website. Later on it's possible we'll pick up the fork again, where it will likely serve the purpose of self-hosting your own Tildes spinoff sites.
Deimos still has the final say on what makes it to the website. Bauke and I can't deploy changes directly. However, this arrangement is still much more streamlined than before, because we now have a lot more code review bandwidth for accepting outside contributions. Deimos has less work to do now: mostly testing out the live code on a staging server, and scanning over the code for security/privacy issues—but not full code reviews which often involve a lot of back-and-forth communication and reading and testing code.
What work have we done this past month?
It's mostly been setting up foundational stuff like configuring the GitLab repository, fixing the development environment, and writing docs.
More recently we have started fixing actual website bugs too: a bug when escaping a user mention (making sure
\@talklittledoesn't turn into a link), and hiding<details>content in collapsed comments. Starting small but we've found a good rhythm and will work on more and bigger issues soon.Big props to @Bauke for setting up a staging server! Currently at https://testing.tildes.community/ — This server will be instrumental in getting new code in a testable state in a live environment, which makes it easier to approve new features before deploying on the real Tildes site.
So we shouldn't submit code to the community fork?
No, please don't. We'll use the official Tildes repo from now on. I'll update last month's post to reflect this.
Is Docker support coming to the official repo?
Yes, very likely. Deimos has warmed up to the idea. Bauke and I have been using the Docker development environment and ironed out a lot of bugs this past month.
The official repo looks the same as before?
Our next steps are to port the community fork changes back upstream to the official repo. In addition to the master branch, we plan to add staging and develop branches. develop will be where development happens, while master will reflect what is currently deployed on Tildes.net.
How do I contribute to Tildes development?
Check this document: https://gitlab.com/tildes/tildes/-/blob/master/CONTRIBUTING.md
104 votes -
The making of Animal Well | Documentary
24 votes -
127 rapid-fire questions for Split Fiction's Josef Fares
8 votes -
How to fix the biggest problem every realistic shooter has
8 votes -
The Digital Antiquarian: Half-Life
13 votes -
Tactics fans: What do you think of turn order?
I've mentioned a few times I'm working on making a tactical RPG engine, and I'm finally at the point where I'm doing the actual important part of determining turn order. It's a harder design...
I've mentioned a few times I'm working on making a tactical RPG engine, and I'm finally at the point where I'm doing the actual important part of determining turn order.
It's a harder design decision than I thought, so I thought I'd ask for opinions.
I'm trying to make a game in the style of Shining Force, where the turn order is determined by a unit's status. There's quite a few games like that, but I'm wondering if that design is actually good. The thing that makes that style of game good is that they're actually fairly easy, and the "noise" of stat-based turn order, where you can't depend on a specific turn order, seems to make the game harder. Or at the very least, it closes the door on more precise tactics. I've had plenty of experiences where I thought a unit was safe because they had enough HP for one more hit, and the enemy ended up hitting them twice before their turn came up.
In reality, I'm actually pretty set on keeping this in my engine for better or for worse (boy, is it hard to resist expanding scope), but I'd be interested in hearing some opinions nonetheless
18 votes -
My LLM codegen workflow
9 votes -
Josef Fares' last game sold 23 million copies, but he insists success hasn't changed Split Fiction – can Hazelight Studios recapture the magic?
10 votes -
San Francisco unveils marble bust of Aaron Swartz, hero of open-access internet
48 votes -
Framework-mania is running wild!
9 votes -
AI is creating a generation of illiterate programmers
52 votes -
GDC 2025 survey shows PC game development growing with lots interested in Valve's Steam Deck
27 votes -
Over the last three decades, nearly everyone in Bangladesh gained access to basic electricity
26 votes -
Seeking advice as a Frontend web developer
We have this big project at work...an "all hands on deck" kinda thing that has us rank-and-file frontend devs working alongside our manager more closely than I'm used to. And it was fine, because...
We have this big project at work...an "all hands on deck" kinda thing that has us rank-and-file frontend devs working alongside our manager more closely than I'm used to. And it was fine, because I like the guy and he's been a decent manager. But this project is killing me.
On multiple occasions now I've written code, had it pass code review (often with his approval after a round of changes/guidance), and then every few days we get these massive re-write PRs from him where he completely rewrites large chunks of what we've done. It's leaving me feeling a few different ways:
- Angry because how quickly your code gets replaced is a (imo, bullshit) metric used as a part of our annual reviews and promotion discussions
- Doubting myself because in my head a good developer doesn't have their code rewritten that quickly.
- Confused because features I thought I understood are constantly being rewritten leaving me wasting time trying to relearn how things work
- Wondering what the point of writing code is if it's just going to be thrown in the garbage later in the week?
And like I'll be the first to admit I'm not the most proficient developer on our team. React and Typescript are relatively new concepts to me, despite a long career in web development. But I've been writing with it for about a year now and I had thought I was finally getting a good grasp on things. But now I'm wondering if I'm just an idiot? Is it imposter syndrome or have I actually somehow coasted through a 15 year career across various stacks and it's just now catching up to me?
Or is this just the nature of massive projects like this? We had a half-baked product scope to begin with and its getting daily changes with entire chunks of it not very well thought out by our PM. I can see how it would make sense that the more senior developer might see the need to refactor things when things are constantly changing and we're left writing code based on assumptions and half-written requirements. I'm also getting are comments on my PRs that request changes, but mid-comment he's like "I'll just take care of this because it's blocking me".
It's just really taking a toll on my mental health and how I feel about my job. I've been trying to find another job for a few months now, but I'm not having any luck. Job hunting sucks and when you're already demoralized as hell, it's hard to sell yourself to prospective employers.
Could really use some insight from other experienced devs, please!
12 votes -
The making of Community Notes
14 votes -
How UI helps you hate breakable weapons a bit less
15 votes -
Before FNAF: The strange beauty of Scott Cawthon's other games
3 votes -
The three types of detective game
7 votes -
The making of Minecraft
9 votes -
Starting a community-maintained Tildes source code fork
*Update (Feb 3, 2025): We've been added as maintainers on the official Tildes repo! Much of the below is outdated now. Bauke and I will be helping out on the official Tildes repo instead, and the...
*Update (Feb 3, 2025): We've been added as maintainers on the official Tildes repo!
Much of the below is outdated now. Bauke and I will be helping out on the official Tildes repo instead, and the community fork is paused now.
See the new topic.
Original post below
It's happening: We're launching a community-maintained Tildes source code fork!
Link: https://gitlab.com/tildes-community/tildes-cf
@Bauke, as one of the top Tildes open source contributors, is on board as a co-maintainer, alongside myself. I hear @cfabbro is willing to help manage the issue tracker as well, continuing their long term efforts from the official repo.
Tildes' admin, @Deimos, has direct access to the repository as well. Although he is not expected to take an active role in maintaining this community fork, he will have visibility into everything going on with the fork.
Why?
Deimos has a lot going on outside of Tildes. We want to keep the Tildes codebase well maintained and remove some burden from him.
Back when he founded Tildes, Deimos was working as a fulltime unpaid volunteer on it, continuing that way for a few years. Not just code, but on everything administrative and financial; public relations, as in communicating officially inside the community and beyond; moderating the community; system administering the systems. Basically a ridiculous amount of effort for one person.
Now Tildes is a side project, and he has a day job, and there is not physically enough time for a (human, non-drug-reliant) owner to do all those things.
How will this new fork affect the Tildes website?
The hope is that Tildes can merge relevant changes back into the official upstream repository. If we implement things useful and desirable for Tildes, it should be possible to get those improvements onto the website.
Why not just add maintainers to the official repository?
There are some features that may be desirable for the community, but not relevant to Tildes itself. This includes things like a Docker development environment, which code contributors may find convenient, but are an extra maintenance burden on the official Tildes repo, as Tildes does not use Docker in any way (AFAIK).
Adding us to the official repository would also create a different dynamic, where there'd be an implicit endorsement by Deimos of all changes. This means the burden would essentially remain on the Tildes administrator to review, critique, and greenlight every single change. However, the entire point of this endeavor is that there isn't free bandwidth for that.
Also this fork opens up possibilities like making the code reusable for self-hosting entirely new websites based on the Tildes source code. While I don't personally have any specific plans regarding such, self-hosting has been a repeated request ever since Deimos open sourced Tildes years ago.
Is "Tildes Community Fork" good enough of a name?
Thanks for reading this far! The fork needs a name. It will live in the "Tildes Community" GitLab group at https://gitlab.com/tildes-community/.
For now I've simply called it "Tildes Community Fork" and put it at https://gitlab.com/tildes-community/tildes-cf.
Any better naming ideas? It's not too late to change.
Next steps: We'll start migrating GitLab issues over
I think we're ready to start copying any "low-hanging fruit" issues from the official issues to the new community fork issues. If you have an issue you think qualifies as such, especially if it was ever labeled as "Approved" in the past, please feel free to copy it to the new issue tracker. Please link back to the original too.
It's still a side project for us
Please keep in mind it's still a side project for us. Although we're excited to push the project forward, please keep expectations in check. We're doing this as volunteers. Please be polite and don't rush us!
115 votes -
HTML is the most significant computing language ever developed. Underestimate it at your peril.
23 votes -
Introducing Clay - High performance UI layout in C
12 votes -
Why Majora's Mask's blue dog took twenty-five years to win the race
13 votes -
Which game has the best dodge animation?
12 votes -
How Balatro was made and why the creator expected to sell only six copies
14 votes -
From where I left off (antirez returns to Redis)
6 votes -
Are ‘ghost engineers’ real? Seeking Silicon Valley’s least productive coders.
23 votes -
RollerCoaster Tycoon was the last of its kind
21 votes -
Bungie uncovers an issue in their distribution of random weapon perks in Destiny 2, detailed and interesting write up of the fix
35 votes -
Fallout's Timothy Cain talks about encumbrance in games
16 votes -
Reddit is hosting a hackathon for indie developers - Nov 20th to Dec 17th
15 votes -
Scaling pixel art
25 votes