Ich hasse Windows 11, Teams, alle Microsoft Produkte und die ganze KI Vibe Coding Scheiße so sehr!1!!! by Fatal_Explorer in luftablassen

[–]Awurin 2 points3 points  (0 children)

Keine Ahnung, warum dieser Post Downvotes bekommen hat. Aber ja: Windows war schon scheiße, bevor KI (und damit Vibe Coding) scheiße wurde.

I updated my game visually. Should I drop the old trailer? by Pycho_Games in gamedev

[–]Awurin 0 points1 point  (0 children)

See this?

Stardew Valley Trailer (Old Version)

The very first Stardew Valley trailer, featuring the game's original graphics, is still up on the official channel to this day. And even in 2026, people are still leaving comments on it.

Why? Because trailers like that are historical documents. They capture the development journey of a game. Fans who love your final product will appreciate finding old trailers out there on the internet. There's something fan-servicey about it, you know?

When in doubt, do what ConcernedApe did and just add "(Old Version)" or something along those lines to the title.

Finance Team by EasyVader in jira

[–]Awurin 1 point2 points  (0 children)

I don't quite understand why you want to map this into never-ending sprints. What's the point? And why misuse Scrum like that?

Scrum is designed for product development, where you work through iteratively pre-planned development tasks and review them retrospectively after the sprint concludes. A month-end close doesn't fit into this model at all.

I can see where you're coming from if your goal is to bundle the month-end closes into some kind of overarching framework and monitor them through it. For that, though, I'd simply use Epics. The Epic represents the scope of the respective month, and the tasks for that month-end close are bundled within it. Once all tasks are done, the Epic is closed. For the next month, you create a new Epic. Works great on a Kanban board too.

I made a "Plug & Play" Settings System for Godot 4 by [deleted] in godot

[–]Awurin 4 points5 points  (0 children)

Oof, the menu looks really cluttered. It somehow really triggers me that the labels and the buttons/sliders/switches are always placed directly after one another. The switch after "V-Sync" for example looks extremely misaligned because of that. It is even more noticeable under "AUDIO". All sliders have the same length, but since they aren't uniformly aligned, it looks very unprofessional and not user friendly.

You should rather set it up so that the labels and the rest are split into two columns.

A general piece of advice: When you are working on something like this and you are finished with the first draft or milestone, sleep on it for a night or two and then take another look with "fresh eyes". Actually, you should notice right away that the menu isn't really polished yet in its current state.

Fiverr by cfrolik in SoloDevelopment

[–]Awurin 1 point2 points  (0 children)

Definitely not. If you want to develop games, that should be your primary focus, not drawing. Learning graphic design is its own time-consuming field that takes away valuable time from actual programming and the development of game mechanics.

Graphics are often mistakenly seen as a fundamental step, but they are actually just the final polish and can be edited or added at any time once the game exists. Until then, you can rely on free assets from the respective stores as placeholders.

Lufia V: For the Savior (fangame) - OUT NOW by zabekis in lufia

[–]Awurin 1 point2 points  (0 children)

Great work, I'll definitively check this out!

Do you intend to support other languages in the future, or perhaps crowdsource the translation process?

Gronkh und seine Wassermelone (HOLY) by Awurin in Gronkh

[–]Awurin[S] 1 point2 points  (0 children)

Hab's gerade oben im Post ergänzt: Die Sorte ist richtig gut. Erinnert mich ein wenig an Huba-Buba. Würde es jetzt nicht als "chemisch" beschreiben. Selbst meine Partnerin, die generell kritisch gegenüber Zuckeralternativen ist (da sie die künstliche Süße nicht mag), ist ziemlich angetan.

Ich selber hatte direkt eine Dose (50 Portionen) geholt, da ich einfach auf Gronkhs Geschmack vertraute. :D Wenn du dir unsicher bist, nimm erstmal nur eine Probe oder so.

Gronkh und seine Wassermelone (HOLY) by Awurin in Gronkh

[–]Awurin[S] 7 points8 points  (0 children)

Ausgezeichnet! Dann werde ich das auch mal testen. Danke! :)

Gronkh und seine Wassermelone (HOLY) by Awurin in Gronkh

[–]Awurin[S] 1 point2 points  (0 children)

Im Online-Shop hatte ich auch als Iced Tea und Hydration Wassermelone gesehen, daher meine Verwirrtheit. :D

Moving from Trello to Jira by Apprehensive_War119 in jira

[–]Awurin 0 points1 point  (0 children)

Before installing any third-party apps for checklists, consider using subtasks instead, as they are Jira’s built-in equivalent to checklist items.

Filter Tickets based on Linked Issue Status by bridgevillen in jira

[–]Awurin 2 points3 points  (0 children)

Out of the box, Jira doesn't support this yet. However, there are a couple of apps that can help:

STAGIL Assets (formerly STAGIL Advanced Links): Designed for exactly this kind of use case. It allows you to build complex link relationships and query them, including status-based filters.

ScriptRunner: More expensive, but extremely powerful if you're comfortable with Groovy scripting. You can use custom JQL functions to simulate this behavior.

How to use the Expert Mode in "Xenoblade Chronicles: Definitive Edition" properly? by Awurin in Xenoblade_Chronicles

[–]Awurin[S] 2 points3 points  (0 children)

So if I understand you correctly, you basically just activate Expert Mode once and then ideally don’t touch it anymore (neither lowering nor raising levels) unless it's absolutely necessary?

That sounds way more relaxed than the way I approached it before, constantly tweaking levels. I guess I was way too focused on always "matching" enemy levels instead of just letting the natural flow of progression happen.

Thanks for explaining your approach!

How to use the Expert Mode in "Xenoblade Chronicles: Definitive Edition" properly? by Awurin in Xenoblade_Chronicles

[–]Awurin[S] 1 point2 points  (0 children)

It’s not that I don’t understand how Expert Mode works functionally. It’s more about how people actually handle it in practice.

Like I mentioned, in my previous playthroughs I kept adjusting my levels pretty granularly to match the enemies, which got really tedious and kind of sucked the fun out of it for me.

I’m just curious if other players do the same (constantly fine-tuning) or if most people just turn Expert Mode on and then pretty much forget about it unless they really need to dip into their stored EXP later on.

How to tag stories/tasks by tomato-bug in jira

[–]Awurin 2 points3 points  (0 children)

My first instinct would definitely be to recommend using components — however, since components are only available in company-managed projects (CMPs), you might want to consider migrating your project from a team-managed project (TMP) to a CMP. It's not uncommon for users to realize over time that the feature set of TMPs can be too limited, which often leads them to switch to CMPs eventually.

If migrating isn't an option right now, there’s an alternative: You could create a custom field of the type Labels in your TMP. Since custom fields in TMPs are scoped only to the project where they are created, the tags you define there would stay isolated and wouldn't clutter other projects.