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8 votes
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Feature request: Use "/t/" in alternative to "~" in the url of a tilde.
My title sucks, couldn't word it better. So, I hate having to use the tilde char. Doing tildes.net~tildes is much harder for me than tildes.net/t/tildes. It would be cool if tildes also supported...
My title sucks, couldn't word it better.
So, I hate having to use the tilde char. Doing tildes.net~tildes is much harder for me than tildes.net/t/tildes. It would be cool if tildes also supported using "/t/". I am not suggesting to remove the "~", but make one redirect to the other.
22 votes -
Sean Murray at GDC
15 votes -
"Making video games is not a dream job": "The workers behind hits like Fortnite and Call of Duty need unions to protect them from exploitation"
10 votes -
Tildes Docker Image
Looking at the development setup page, the suggested setup is to use vagrant to create and provision a VM. Out of curiosity, is there a reason for this preference over setting up a Tildes Docker...
Looking at the development setup page, the suggested setup is to use vagrant to create and provision a VM. Out of curiosity, is there a reason for this preference over setting up a Tildes Docker image inside the repo? Tildes seems like a pretty simple and straightforward web app, it shouldn't be difficult to create. Is it just a developer preference of Deimos/Tildes devs? Or is there a logistical reason?
9 votes -
How much testing do you guys do?
Pretty straight forward question, but basically I was watching a discussion panel the other day talking about the ethics of Self-Driving cars. A topic came up about people writing crappy code, and...
Pretty straight forward question, but basically I was watching a discussion panel the other day talking about the ethics of Self-Driving cars. A topic came up about people writing crappy code, and more than that, people not testing their code. And if they do, they do point testing. I am in my last semester of uni and I am working with some companies where we are doing pretty extensive testing, happy flows and a lot of alternate flows, as well as UI/UX testing. I wanted to extend this question to you, do you guys do testing, what type? How much do you focus on it? And if u love it/hate it?
12 votes -
The Digital Antiquarian: Darklands - The first CRPG ever released by MicroProse Software
5 votes -
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 -
The past, present, and future of Pokémon Go, according to Niantic
8 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 -
Roguelikes, persistency, and progression
7 votes -
Photopia design and themes (Victor Gijsbers 2008)
3 votes -
Games as a Service - What drives retention
9 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 -
Atari Asteroids: Creating a vector arcade classic
9 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 -
Notes on "A Philosophy of Software Design." (book by John Ousterhout, creator of Tcl)
6 votes -
Your web app is bloated
16 votes -
Godot 3.1 Alpha 1 released
12 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