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5 votes
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Two devs automated the process of generating and publishing "garbage" mobile slot machine games on Google Play, and made over $50,000
28 votes -
Nvidia announces Jetson Nano Dev Kit and board: X1 for $99
5 votes -
Tildes mobile app
I wasn’t able to find a discussion on this, though I’m sure there has been, and for that, I apologize. Is there any kind of timeframe on the release of a mobile app for tildes? I would guess that...
I wasn’t able to find a discussion on this, though I’m sure there has been, and for that, I apologize.
Is there any kind of timeframe on the release of a mobile app for tildes?
I would guess that on Reddit most of their traffic comes from people accessing the site on their phones at this point, but I could be wrong. In any case, it certainly is a large portion of the users that access the site in this way.
With that in mind, it would be nice to be able to access tildes from a mobile app to do away with the clunkiness that comes with using the site through a mobile browser. I don’t mean to sound like it’s terrible. The site functions well enough through a mobile browser, but it would certainly have me using tildes a lot more if the convenience of a mobile app was available.
I’m sure the developers are very busy, and I don’t want to sound demanding, I’m just curious.
And once again, I apologize if this has been discussed recently.
21 votes -
Guild Wars 2 developer ArenaNet plans for mass layoffs
7 votes -
Wind Waker graphics analysis
11 votes -
To Create An Evolvable API, Stop Thinking About URLs
5 votes -
The Digital Antiquarian: Ultima VII
6 votes -
The internet was built on the free labor of open source developers. Is that sustainable?
14 votes -
Photopia design and themes (Victor Gijsbers 2008)
3 votes -
The fall of Starbreeze Studios
8 votes -
Our Software Dependency Problem
9 votes -
GoDaddy is sneakily injecting JavaScript into your website and how to stop it
44 votes -
How "At the Gates" took seven years of my life – and nearly the rest
10 votes -
Start with a website, not a mobile app
20 votes -
A tester walks into a bar: Reviewing test techniques
4 votes -
How a book binds the Return of the Obra Dinn
7 votes -
Rainwater harvesting eases daily struggle in Argentina’s Chaco region
2 votes -
"Like a TripAdvisor for migrant workers”
4 votes -
The next big blue-collar job is coding
11 votes -
Do you restrict your game purchases to avoid Early Access?
A couple of years ago I had the itch for a 3D platformer and didn't feel like replaying Super Mario 64 for the nth time. I saw that there was a game called Poi and it was clearly inspired by SM64....
A couple of years ago I had the itch for a 3D platformer and didn't feel like replaying Super Mario 64 for the nth time. I saw that there was a game called Poi and it was clearly inspired by SM64. I picked it up and played it while it was in early access.
I enjoyed my time with it, but because the game wasn't content and feature complete, I ended up making my way through an unfinished, buggy version. This is not a complaint, as I knew well that it was still in development, but I can't deny that it hampered my enjoyment of the final product. When I finally sat down to play through the game for the "first" time after its release, my previous experience soured my current one because I was retreading familiar, albeit improved, levels.
Distance, another early access game I purchased, released in full this past month. Unlike with Poi, I actually stopped myself from playing Distance in early access (after trying it out briefly), so that I wouldn't ruin the game for myself. As such, my enjoyment of it has been far greater. Those two games, plus a handful of others, have made it such that I pretty much will no longer buy a game if it's in early access, simply because I'd rather wait for the full thing.
With that in mind, I'm curious if other people do the same thing, or if some people actually like the behind the scenes experience of playing a game as it gets built? Also, what are some early access success stories that have had solid, full releases? What are some that would be considered successes in spite of the fact that they haven't fully released yet?
12 votes -
The tragic end of Telltale Games - how an award-winning studio abruptly shuttered, as told by the people who were there
14 votes -
This dumb industry: Telltale autopsy
12 votes -
Telltale employees left stunned by company closure, no severance
27 votes -
Dear Developer, The Web Isn't About You
39 votes -
The Cambodian port city on China’s 21st century Silk Road that’s becoming the new Macau
6 votes -
Your web app is bloated
16 votes -
Programming Challenge: Make a game in 1 hour!
Background There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a...
Background
There's been some talk on ~ before, and it seems like there are quite a few people who are either interested in, learning, or working in game development, so I thought this could be a fun programming challenge.
This one is fairly open-ended: make a game in 1 hour. Any game, any engine, don't worry about art or sound or anything.
Doing is the best way to learn. Most people's first project is something overly ambitious, and when they find that it's more difficult than they thought, they can get discouraged, or even give up entirely. This is why the 1 hour limit is important: it forces you to finish something, even if it's small. When you're done, you can come out of it saying you made a game, and you learned from it.
Chances are the game might not be fun, look bad, be buggy, etc. But don't worry about that, everyone's game will have problems, and if you do create something really fun or innovative, congratulations, you have a prototype that you can expand on later!
"Rules"
Like I said before, these "rules" are pretty simple: make a game in (approximately) 1 hour. You can use any tools you want. If you use external assets (art, sound), it's probably best you use something you have the rights to (see resources). If you're completely new to game development/programming, your goal could even be to finish a tutorial.
If you're the kind of person who tends to get carried away with these things, you might want to post a comment saying you're starting, then another one once you've finished your game.
Please share your finished game, I'm sure everyone would love to try them! If your game is web-based, it can be hosted for free on Github Pages or Itch.io. If downloadable, it can be hosted for free on Google Drive, Mega, Dropbox, Itch.io, etc.
Resources
Engines
If you're a beginner, a good engine to start with is LÖVE. It's very simple, and uses Lua, which is very easy to learn.
If you're familiar with another language, you could use a library to make it in that language. Some examples:
Javascript: kontra, Phaser, pixi.js
Python: pygame
If you want something more complex, consider Godot, Unity, or Unreal.
You can also try something visual like Construct, Clickteam Fusion, or GDevelop
Art
For such a short time constraint, I'd suggest you use your own "programmer art": just use some basic shapes. Your primary focus should be gameplay.
If you think you have time to find something, try looking on OpenGameArt.
Sound
You can make simple sound effects very quickly with sfxr (or in this case, a web port of sfxr called jsfxr).
27 votes -
Use of water for electricity generation triggers outcry in Mexico
5 votes -
How music was made on Super Nintendo
6 votes -
African economy: The limits of ‘leapfrogging’
3 votes -
What is the most unethical thing you've done as a programmer?
17 votes -
Land degradation: A triple threat in Africa
9 votes -
China in Africa: Win-win development, or a new colonialism?
9 votes -
Filezilla bundles malware; dev doubles down on "false positive"
31 votes -
Antichamber developer Alex Bruce talks about the process of developing and marketing his game
Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer) In the first talk he talked about the journey from Unreal mod to full game, presenting at game...
Alex Bruce gave a pair of talks at GDC 2014 on the development process of Antichamber (trailer)
In the first talk he talked about the journey from Unreal mod to full game, presenting at game festivals, networking, the grueling work of getting the game to market, and the lessons he learned along the way:
Antichamber: An Overnight Success, Seven Years In The Making
In the second talk he went over the iterative design process, and how he tweaked things based on how people interacted with the game (spoilers):
12 votes -
Tech’s ‘dirty secret’: the app developers sifting through your Gmail
11 votes -
Any hobbyist gamedevs interested in working on a project together?
I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently...
I've been trying to get back into game dev recently and I'd love to work with someone if you're up for it. I'm also down to join existing hobbyist projects, although I have a thing I'm currently building at the moment.
- I'm based in SF; I'm willing to work remotely with someone, but would definitely prefer someone in the area.
- I'm a software developer with 6ish years of experience programming, a CS degree and just starting an out-of-college job.
- I've built some small games in the past, mostly in Unity.
- I've got a reasonable amount of UI/UX experience but I'm by no means a professional and none of it is all that game-related.
- I can do some pixel art though I'm by no means an expert.
If you make games for fun and are looking for a partner, feel free to send me a PM or just reply to this.
Similarly, I'd like to also suggest a Tildes ~LFG (looking for group) or other meeting-ish area.
12 votes -
Hard-won lessons: Five years with Node.js
4 votes -
On the matter of calling a child "they"
I thought about posting this as a comment in the other active pronoun conversation but I didn't want to derail it with a tangent. For starters I should make it clear I believe honoring someone's...
I thought about posting this as a comment in the other active pronoun conversation but I didn't want to derail it with a tangent. For starters I should make it clear I believe honoring someone's pronoun preferences is a matter of basic decency and respect. Conversely, insisting on using a different word when you know someone doesn't like it is, frankly, a jerk move. It's being antagonistic for no good reason.
That said, an acquaintance recently informed me that her 4-year-old prefers to use the pronoun "they." I have to admit something about this situation doesn't sit right with me. I'm also the parent of a 4-year-old, and it's clear to me that kids that age aren't developmentally equipped to make an informed decision about gender identity.
I can't help but feel like the parents are putting words in their kid's mouth, projecting a non-binary assumption onto a minor who lacks the cognitive and emotional maturity to manage it in any meaningful way. Saddling a preschooler with that kind of baggage just strikes me as irresponsible parenting.
I'm not saying there should be some kind of hard-line age of consent, just that four is too young. One ought to be far enough along developmentally to come to one's own conclusions about pronouns and gender presentation.
Apologies if I'm strawmanning, but I guess the argument could be made that all kids should be referred to as "they" — by default — until they reach an appropriate age to choose their own gender identities. I can sympathize with that as a goal, but it strikes me as unrealistic. I don't think society would ever be able to attain that kind of widespread change.
I'm curious what my fellow tilders think about this subject. (FWIW, I am referring to this kid as "they" and keeping my objections to myself, apart from this discussion.)
11 votes -
Common problems when translating games into Japanese
9 votes -
The Subnational Human Development Index: Moving beyond country-level averages
2 votes -
Sphero spin-off Misty Robotics releases new sensor packed robot dev kit programmable in JavaScript
3 votes -
The cost of developers (or, why Microsoft wants Github)
4 votes -
Apple introduces iOS 12, macOS Mojave
23 votes -
Ask Tildes: What is the best way to get involved with the development of Tildes?
Hi everyone, I'm a frontend developer and do a bit of backend work as well. I'd really like to contribute some of my downtime to helping build this site. I've checked out the issue tracker on...
Hi everyone, I'm a frontend developer and do a bit of backend work as well. I'd really like to contribute some of my downtime to helping build this site. I've checked out the issue tracker on gitlab and some of the docs, tech goals and announcement, but I'd like to start getting my hands dirty and contribute some code.
- Is there a roadmap for development?
- A feature list to implement?
- Bugs to fix?
How can I help out? What's the best way to get started?
Also for all non-devs, what is the best way that they can start helping out?
30 votes -
Trying to change my career to freelancing, how plausible is this path?
Didn't know if i should post this in talk or tech, but my focus is on advice, so i guess this is the place. I am currently in the process of changing my career to be a web developer. Studied IT a...
Didn't know if i should post this in talk or tech, but my focus is on advice, so i guess this is the place.
I am currently in the process of changing my career to be a web developer. Studied IT a few years ago, dropped out due to finances, and spent the last few years working crappy jobs.
I designated all my spare time towards learning the basics. I'm confident enough in my knowledge of HTML and CSS, know how to use Bootstrap and i'm currently learning the basics of JS. The Udemy course i'm taking will cover NodeJS, jQuery and some more backend next. After that i plan on learning Wordpress and a framework i guess (React/Vue/Angular). Have i missed something here?
My final goal is doing freelance web development. My question is, how plausible is this and what else do you suggest learning to have an easier time finding clients?
Also, how soon do you figure i could start doing some basic work with simple websites (even if it means using Bootstrap / altering Wordpress themes)? My country is rather cheap, so even 500$/month on simple projects will be enough of a reason for me to quit my 9-5.
Guess i'll need a portfolio too though.
Anyways, thanks for reading. Any web devs out there care to offer advice? I'm dedicated to achieving this goal, but i'm somewhat lost still.
3 votes -
Fully automated luxury communism newsletter
5 votes