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15 votes
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Camel Cards the game
6 votes -
Creative Card Chaos is the No 1 (and 2) card based TTRPG on DTRPG. Thank you so much!
8 votes -
63 - A digital version of the classic "Celebrity" party game
Hello Tildes, I wanted to share with you a project that I have been working on for quite some time and have finally released. 63 is a modern version of the classic public domain party game known...
Hello Tildes, I wanted to share with you a project that I have been working on for quite some time and have finally released.
63 is a modern version of the classic public domain party game known by many names, but listed on wikipedia as Celebrity. (Some people might know it as Hat Game, Fishbowl or by some of its commercial versions such as Time's Up or Monikers)
The game works exactly like all these other games except you only need your phone to play it, no pen and paper or decks of cards required. The game is pass-and-play so only one phone is needed for a any size group.
For this initial release, the english version of the game only has 2 packs of cards available to choose from (General and Celebrities) but my goal is to add more packs and create a platform where anyone can create and share their own packs of cards.
You can download the game now on Android or on iOS.
For those not familiar with the rules I'll leave a brief explanation below but inside the game there's a more comprehensive rule section and tutorial.
GAME RULES:
A random deck of cards is generated for each game based on the packs chosen. Each card represents a concept and the objective of the game is for teams to guess as many cards as possible.
Two teams take it in turns to guess cards. Each turn is 63 seconds long and the player from the active team holds the phone and gives clues to their teammates.
There are three rounds, each with different rules for giving clues:
ROUND 1 - Forbidden words
You can’t use words from the card’s titleROUND 2 - Only one word!
You can't make sounds or gestures nor use any word in the card titleROUND 3 - Charades!
Words are forbidden, only gestures and sounds are allowedAt the end of the three rounds the team with the most points wins!
This is one of the first places I've shared the project in, especially for a global audience (since the game is also fully in portuguese), so any feedback would be greatly appreciated.
Hope you enjoy 63!6 votes -
T minus Zero, or releasing a game on Steam
Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about...
Well, a few minutes ago I finally pushed the button, the game is released. So I wanted to write a short write up of some things that I had to do to release the game. I won't really talk about making the game itself too much, more about the part of actually releasing the game, if you are interested in more of that you can see my posts from Timasomo (1, 2, 3, 4, showcase).
Steam
I have already created many games in the past, I've been making games for more than 5 years, but always as a hobbyist. So I never experienced releasing a game on a platform like Steam. I have to say working with Steam and Steamworks is very pleasant and streamlined, but it is still much more complex than for example releasing a game on itch.io, which is what I did before for all my other games. I'll try to summarize how the process looks like.
First, before you can even get on Steam, you have to register, fill out a ton of paperwork, wait some time for it to be manually approved. Afterwards, you have to pay the 100 dollars for Steam Direct. At this point you finally get a Steam app id, which you can use to start integrating Steam features into your game. For example, having achievements, Steam cloud integration (so the saves get synced between devices), leaderboards and potentially more, especially if you are making a multiplayer game. To make my game I am using Godot, and I found a C# library called Facepunch.Steamworks which made this all quite easy, I'd definitely recommend it if you are using Unity or Godot with C# and want to release your game on Steam.
Before releasing a game on Steam you also have to finish everything on a gigantic checklist, including things like: uploading 10 various header, capsule and other images which are used on the store page and Steam library. An icon for the game. What are the minimum requirements required to run the game, whether the game has adult content, whether it supports controllers, how much the game will cost, screenshots, a trailer, there are just so many things to do! And when you complete parts of this checklist you have to have your game go through manual reviews. Each review could take about 3 days to get done. I failed one review first so I had to resubmit it too and wait again. Let me tell you, if you plan to release a game on Steam, reserve at least a month to do it, and start going through the reviews as soon as possible -- actually I think there even is a minimum of a month before you can release the game from the day you get an app id.
Trailer
Creating a good trailer is super hard. I am not a video creator/editor at all, but luckily I at least own a solid program for creating videos -- Vegas 14 pro, that I got for super cheap in some Humble bundle about 8 or something years ago, so I at least had a good start there. I ended up with not that complex of a project and Vegas still kept crashing when rendering, so I am not sure if I'd recommend it though.
The hardest thing for a trailer is deciding what to put in it for me. I know that a trailer should be super short, should showcase how the gameplay looks, what are the features and so on, but when I got to actually making it, it was still super hard to decide what to put there. How do I even start? I watched a ton of other indie game trailers to get some inspiration and that also didn't help that much. There are some trailers which are really just gameplay, some trailers which are actually just incredible with editing I could never do as a pleb... So I started with something that I know a bit more. I created a very short music track, and decided that I will just edit the trailer to fit the music.
The music track basically splits the trailer into 4/5 very short sections:
- Basic gameplay, how the game looks when you start playing it
- Explaining the roguelite part of the game, selecting spells and items
- More complex gameplay, how some combinations of spells and items can look later in a run
- List of features
- Special bonus ending section showing a "Legendary" spell, which should show how insane spells can get, followed by the logo of the game
I think the trailer ended up being not too bad, but I still had some feedback that it isn't flashy enough. And it's true, but I am not really sure how to improve it easily. When watching the Vampire Survivors trailer for example I can see that they did a much better job: it's so much more dynamic, the music really pumps you up, it's overall better edited, it has cool transitions, camera movement and so on.
End
Releasing a game on Steam was a great experience. I learned so much! I basically made this game over weekends and evenings, since I also have a job. To try maintain my productivity I tried to do at least some work on the game every single day. I have to say that towards the end I started losing some steam (haha), some days scrambling to do at least something late in the evening before I went to sleep. But, if at least someone plays the game I think I want to keep updating it more, I still do really like the game!
Thanks for reading! Feel free to ask me anything about the game, or the game dev process, or about anything basically haha.
Here's the Steam store page, the game costs 5 dollars, I'd love it if you checked it out. If you want to play the game but can't afford it PM me and I'll send you a key for the game (at least once I get the keys I requested -- did you know that Steam has to approve the creation of keys manually? Edit: the keys are now ready)
https://store.steampowered.com/app/2682910/The_Spellswapper/45 votes -
I edited the Netflix Castlevania show's first two seasons into a single, slight-over-two-hours movie
51 votes -
Routing around a VPN connection in Linux
19 votes -
Easter egg emoji: converting pixels into particles
9 votes -
Show Tildes: Lua Console. Create little programs on desktop or mobile devices.
23 votes -
YOYOZO (or, how I made a Playdate game in 39KB)
23 votes -
PHP File Download Hit Counter
5 votes -
Sensible $WORDCHARS for Most Developers
16 votes -
My homemade self driving RC car finally drives itself!
14 votes -
Rewriting a Chumsky Parser By Hand in Rust
8 votes -
A sane, batteries-included starter template for running NixOS on WSL
9 votes -
Working Through Crafting Interpreters (Java) in Rust
9 votes -
Bringing back the minimal web
112 votes -
Where can I see Hokusai's Great Wave today?
22 votes -
Sparrow Solitaire for Playdate
16 votes -
Casio CALEID XM-700 Mobile Navigator (1997)
8 votes -
A creative journey in creating a board game
My buddy and I grew up in the 80's and 90's together in a mostly analog world, so we spent a bunch of time outside on bikes and getting dirty. We played board games a lot with each other and our...
My buddy and I grew up in the 80's and 90's together in a mostly analog world, so we spent a bunch of time outside on bikes and getting dirty. We played board games a lot with each other and our family, but as the turn of the century hit we were more engrossed in technology.
We both ended up in careers around creative design and technology, but still have that nostalgia from our past. We have been hanging out this past year and started streaming on Twitch so we can put our skills to use in a fun hobby.
Since January we had the idea to see how far we could push AI to help us create a board game! It's been a fun time starting from nothing and producing something. While the AI craze and controversy are out there. We realized that going all AI to make a fun game wasn't going to work. We've been using it as a tool but adding a lot of ourselves to it.
We hope to give a free downloadable and 3d printable version out. We are excited to get where we are and have an actual fun game. We figured we'd share our progress of the game. Frostbite: The Curse of Doctor Frost
Does anybody know of communities that would be into downloading, printing, and playing board games?
8 votes -
Four hour mix of 200 "futuristic" songs from around 1980
22 votes -
Selected works of renowned Iranian painter, Mahmoud Farshchian
12 votes -
I made a little CLI app for backing up my Tildes comments
I made a little CLI app for backing up my tildes comments / topics. $ pip install xklb $ library tildes -h usage: library tildes DATABASE USER Backup tildes.net user comments and topics library...
I made a little CLI app for backing up my tildes comments / topics.
$ pip install xklb $ library tildes -h usage: library tildes DATABASE USER Backup tildes.net user comments and topics library tildes tildes.net.db xk3 Without cookies you are limited to the first page. You can use cookies like this: https://github.com/rotemdan/ExportCookies library tildes tildes.net.db xk3 --cookies ~/Downloads/cookies-tildes-net.txtIt creates a SQLITE file with HTML text in one of the columns. Nothing super fancy. Let me know what you think?
9 votes -
Voice control for tiling window managers concept
6 votes -
Make the web your sketchbook
24 votes -
New USSR camera and pictures
16 votes -
Tilweaks: A user style I made to "clean up" Tildes' interface
This was originally made just for personal use, but I decided to clean it up and share it. Should support all built-in themes (Themes other than Dracula were afterthoughts and might not be as...
This was originally made just for personal use, but I decided to clean it up and share it.
- Should support all built-in themes (Themes other than Dracula were afterthoughts and might not be as polished. Especially light themes)
- All changes are toggle-able
Changes
- Configurable font size
- Remove sidebar background
- Make the sidebar primary button clear (border only)
- Add a border to the "main" element
- Add extra spacing to various elements
- Remove the alternating background from thread colors
- Remove comment borders
- Add depth indicators (dotted left border for children only)
- Add comment backgrounds (to separate comments without borders)
- Hide votes (disabled by default)
Installation
- Install a custom style plugin of your choosing that supports UserCSS and the Stylus preprocessor.
- I used Stylus while making this (Firefox, Google Chromium)
- Click this link:
Configuration under Stylus
- Open the extension popup in when in tildes.net
- Click the cog next to Tilweaks
- Edit to your liking
20 votes -
Adventures with pf, nix darwin, and Tailscale on macOS Ventura
11 votes -
Introducing Backtick API: An open-source, unofficial Tildes API
Hi everyone! Today I am releasing Backtick API, an unofficial Tildes API. I originally wrote it to power Backtick but quickly realized that it could be useful for other clients and projects that...
Hi everyone! Today I am releasing Backtick API, an unofficial Tildes API. I originally wrote it to power Backtick but quickly realized that it could be useful for other clients and projects that require Tildes data. The project is open-sourced, both because I would love community contributions and because I want to make the project as transparent as possible.
Q: Does it require or store any user credentials?
No. All the endpoints that are implemented scrape publicly available data that do not require any user credentials.
Q: Will this overload Tildes?
To prevent Backtick API from being a nuisance to Tildes, the code caches calls to Tildes for a short period of time. Depending on usage, it should reduce the number of calls to Tildes (vs a client querying Tildes directly).
Q: How can I use it?
A hosted version of the code is available through RapidAPI here: https://rapidapi.com/asnewman/api/backtick-api
Q: Are there any limitations?
To prevent the project from being abused and becoming a financial burden on myself, I'm using RapidAPI to manage usage. There is a generous free tier and a reasonably priced paid tier which will be used to cover server costs. In addition, I will be donating a portion of the paid plan revenue (my goal is 50% but will depend on load and subscription count) directly to Tildes via Github Sponsors. It's really important to me to keep this project and Tildes as sustainable as possible. I really would love to provide everything for free, but unfortunately, there are countless examples where that doesn't work out down the road.
Of course, if you do not want to use the hosted version, you are welcome to deploy the code yourself!
Q: Isn't scraping prone to breaking?
Yes! Users beware! Obviously, I will try my best to fix things if the Tildes code changes in a way that breaks Backtick API, but it's definitely a possibility.
Q: Why not just work on and contribute to creating an official Tildes API?
An official Tildes API will always be better than something like this and I look forward to when/if it gets implemented. That being said, I'm choosing the route that would be the quickest to continue the development of the Backtick mobile app. In addition, it's also the choice that is most fun for me. To work on a Tildes API, if the powers that be even want to have one, would require lots of coordination and codebase learning, something that will take a lot of time. I highly commend anyone who chooses to take on that task, but I do too much of that kind of work for my real job 😂
Please report any issues or feature requests through Github, this post, or the Backtick Discord server. Finally, I just want to thank everyone in the community for all the great conversations I've had, for providing helpful feedback for Backtick, and for creating a place on the internet that I very much enjoy being a part of 😊
59 votes -
Running GameBoy Advance emulator on Terminal
17 votes -
Dynamic vs. Static Config for My Tiling Window Manager
9 votes -
Lunch fresh from the garden!
18 votes -
"Dark Sunflower"
12 votes -
Notado 07/2023 Update: API Price Gouging, New Services, Archiving
11 votes -
Flowering Wall
14 votes -
WebMesh: Yet Another WireGuard Mesh/VPN Solution
15 votes -
Ditching Docker for Local Development
34 votes -
I’m excited to try podcasting
9 votes -
Shitty camera challenge
30 votes -
"Severed" [shittycamerachallenge]
9 votes -
komorebi - A tiling window manager for Windows 10+
25 votes -
Was asked to create a hole-by-hole tour of a local golf course. They wanted a flyover. I sent them this and they were blown away.
22 votes -
Hands-on with Freewheeling Apps
2 votes -
Comparing my favorite fonts for reading and writing code
37 votes -
Beginnings of a new category of clients I've been working on for Tildes!
52 votes -
My wife's beautiful garden
58 votes -
I wrote a book. What are the site rules on self promotion?
Not posting the link here, but I'm curious what the site rules are on stuff like that. I came from Reddit, and some of the subs there are ok with promotion, some aren't.
31 votes -
Releasebot - A new release notification service I've been working on
12 votes -
Git for Beginners: Zero to Hero
28 votes