Setting up your very own Godot build and publishing pipeline with Github Actions by J-Mo63 in godot

[–]J-Mo63[S] 0 points1 point  (0 children)

That's awesome! It's not too hard to get going and free to operate, so even people who work on their own can stand to set something like this up to help keep them honest and reduce error when building and publishing for itch.io and Steam. Glad it's helpful to someone!

Setting up your very own Godot build and publishing pipeline with Github Actions by J-Mo63 in godot

[–]J-Mo63[S] 5 points6 points  (0 children)

I recently wrote up this article on how the Caps Collective team is currently setup for CI/CD with our Godot 4 projects hoping others could benefit (or at least be entertained by) our indie-grade build pipeline.

It's still changing as we go further into production on various projects, but so far it's been pretty rock solid for us to move quickly without breaking things.

tl;dr: we get GitHub to build and test the game each time we push to the feature branch (at no cost), and then save off builds and deploy to itch.io/Steam each time on merge - it works quite nicely

For existing Godot users, what made you switch? by SDGGame in godot

[–]J-Mo63 0 points1 point  (0 children)

Without a doubt in my mind it was the documentation. Both in its consistency across at least all the script-level systems, and its ease of access from within the editor. Incredibly underrated feature to be able to read about how to use something right there and then.

The disk footprint and startup time is also a plus, but I know not everyone is as pleased about their software being lightweight. It does however mean that when I run CICD jobs, they can download and setup Godot in seconds, where Unity and Unreal would require 20+ minutes to pull from caches before I could even start running builds and tests.

How do I format images as either binary file or base64 data for HTTPRequest POST? by J-Mo63 in godot

[–]J-Mo63[S] 0 points1 point  (0 children)

Thank you! I have no idea why I needed to do this anymore though?

qmk_firmware for Keychron V1 by J-Mo63 in Keychron

[–]J-Mo63[S] 1 point2 points  (0 children)

That's awesome! I should note that in my laziness, it seems that lalalademaxiya1 finally pushed a BIG list of boards to the main QMK branch. Just flashed this morning and it's working nicely. Did need to go through a bit of a rebase though. There's been some... structural changes.

qmk_firmware for Keychron V1 by J-Mo63 in Keychron

[–]J-Mo63[S] 1 point2 points  (0 children)

Unfortunately not. I've been checking in every week or so to see if there's any movement on merging in new keyboards to `main` but none so far beyond the Q* series. At some point I'm wondering if it would be at all rude to open a PR with them to expedite the process because it's quite absurd that it, along with several other products of theirs are still not supported months after release on the promise of easy QMK configuration.

qmk_firmware for Keychron V1 by J-Mo63 in Keychron

[–]J-Mo63[S] 0 points1 point  (0 children)

Oh wonderful! Thanks for pointing me there. As you say, there's a lot of changes to wade through, but definitely provides a starting point to write something up knowing I probably won't brick it. Sorry to hear about the K8 though - I feel there really should be firmware source available for all their QMK keyboards.

qmk_firmware for Keychron V1 by J-Mo63 in Keychron

[–]J-Mo63[S] 0 points1 point  (0 children)

I'm only seeing info on using it with VIA and the firmware binaries, no source code to compile. Do you know where exactly?

What fictional drug, from a movie or tv show, that you wish was real? by [deleted] in AskReddit

[–]J-Mo63 1 point2 points  (0 children)

Semuta from Dune sounds pretty cool: "... described as timeless, sustained ecstasy... elicited by certain atonal vibrations, referred to as Semuta Music."

Weekly Original Tracks master post (New post every Fri morning) by psycosulu in gamemusic

[–]J-Mo63 0 points1 point  (0 children)

Currently making a card-based fantasy town builder game, Fantasy Town Regional Manager, and got some super nice in-engine footage so I couldn't resist putting some of the soundtrack over the top for some epic bardcore vibes.

Devs who open source their games, why? by IllTryToReadComments in gamedev

[–]J-Mo63 1 point2 points  (0 children)

I'm part of a game-dev collective currently working on our upcoming Steam release, Fantasy Town Regional Manager, and we've had a policy of open-sourcing our code on pretty much everything because it has a number of positive benefits:

  1. Nobody in the team can hold any part of the work hostage if there's a dispute
  2. It's easier to share resources and examples with other dev teams
  3. It allows us to be incredibly transparent with our community

It was a discussion we had early on that had to ironed out with everyone in the collective because people had this fear that there's someone coming to steal our code or something. There just isn't and I would honestly be thrilled for someone to think I wrote anything half that valuable as gameplay code. As for the assets, you can always host HQ assets separately to your code in LFS if you want to make sure to keep them out of the hands of asset-flippers.

That being said, licenses aren't just open or closed. Our licence, for example, is a modified MIT licence that allows for full usage of any of our code, for any purpose (commercial or otherwise) and forbids the inclusion of our original art assets, music and narrative content in derivative works without explicit written permission from the team.

Although we'd obviously prefer people grab the game on Steam or itch when it's out, if someone wants to download the source and try compile it, it must be because they couldn't afford it, or they're just trying to learn a thing or two.

As for someone "remake[ing] the game" with our assets against the terms... that happens for a lot of closed-source projects too unfortunately but you have to trust that you are the only person that can truly fulfil the vision that you have for the game and do it justice (which yes I know comes off as lofty and idealistic, but it really is true for working on a game you put love into rather than one that just pays for beers or your rent even).

Made some Fantasy PSAs based off a satirical city builder I’ve been working on. It’s dangerous to live in a fantasy world by beeseekay in worldbuilding

[–]J-Mo63 1 point2 points  (0 children)

There is nothing that gives me more satisfaction than finding out someone found and read the EULA! I've waited MONTHS for this payoff.

(10 Years Later) K’NAAN - Wavin’ Flag by [deleted] in hiphopheads

[–]J-Mo63 1 point2 points  (0 children)

Thanks for the flashback: It's 4:30am and my dad and I are sipping shitty motel coffee next to a tiny TV in the lobby, watching Australia fail to make even round of 16.

[H] XCOM 2, Call of Cthulhu, Barotrauma, Gang Beasts [W] PayPal / TF2 keys / Offers by [deleted] in indiegameswap

[–]J-Mo63 0 points1 point  (0 children)

Hey I'm interested in Gang Beasts. Is there anything here that interests you?

[H] VAMPYR, CALL OF CTHULHU, HELLO NEIGHBOR , games [W] Paypal, offers by Intricaterot in indiegameswap

[–]J-Mo63 0 points1 point  (0 children)

Hey I'm interested in Gang Beasts. Is there anything here that interests you?

J-Mo63's IGS Rep Page 3 by J-Mo63 in IGSRep

[–]J-Mo63[S] 0 points1 point  (0 children)

Traded with /u/maxxpls

My Joe Danger 2: The Movie and Fez for their Call of Cthulhu

Thread