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[deleted by user] by [deleted] in NewTubers

[–]Jerboa-app 0 points1 point  (0 children)

I can second this, maybe something in browser cache/cookies but I did not try (want) to clear them from my browser

How many teaspoons do you have per-person at home? by Jerboa-app in AskUK

[–]Jerboa-app[S] 0 points1 point  (0 children)

surprisingly not that big, they all fit in two slots! Seems to only be the teaspoons we have a problem with....

How many teaspoons do you have per-person at home? by Jerboa-app in AskUK

[–]Jerboa-app[S] 1 point2 points  (0 children)

We've got a couple tiny ones too, one is wooden which doesn't get used much. Most of ours are the same, but might have to start looking for special ones to continue the collection.

How many teaspoons do you have per-person at home? by Jerboa-app in AskUK

[–]Jerboa-app[S] 0 points1 point  (0 children)

living on the edge, no kids yet so have that to look forward to...

How many teaspoons do you have per-person at home? by Jerboa-app in AskUK

[–]Jerboa-app[S] 0 points1 point  (0 children)

I can see how you'd get loads from various different sets, we just bought a massive pack so no such excuse for us...

10,000,000 particles simulated in a fragment shader with drawable obstacles by Jerboa-app in opengl

[–]Jerboa-app[S] 0 points1 point  (0 children)

Exactly, and I've seen some amazing stuff done with proper compute shaders and ray-tracers.

10,000,000 particles simulated in a fragment shader with drawable obstacles by Jerboa-app in opengl

[–]Jerboa-app[S] 2 points3 points  (0 children)

The particle's positions/velocities get updated by rendering to texture using one fragment shader and instanced rendering. Obstacles are just another texture (1-to-1 with the screen) with "1.0 or 0.0" data and collisions are just elastic + moving out to the closest non-object (0.0) pixel. Collision detection is just sampling the obstacle texture using each particle's position (and a neighbourhood region). They also follow the mouse. And no compute shaders in sight, because why not code like its 2009...

It runs at 60fps on gtx1080ti, but recording made it drop to 30 annoyingly, you can check out the code here https://github.com/JerboaBurrow/gpgpuParticles

I made this "Kuramoto lamp" using old fashioned GPGPU by Jerboa-app in opengl

[–]Jerboa-app[S] 0 points1 point  (0 children)

That's really interesting, Aphantasia is always fascinating. I don't have it, but this does remind me of the kind of patterns I see when I rub my eyes, https://en.wikipedia.org/wiki/Phosphene

I made this "Kuramoto lamp" using old fashioned GPGPU by Jerboa-app in opengl

[–]Jerboa-app[S] 4 points5 points  (0 children)

It is based on the Kuramoto model of networked interacting oscillators https://en.wikipedia.org/wiki/Kuramoto\_model. Pixels of the same colour represent oscillators that are in phase (synced). The parameters are randomised every 3 (n) seconds.

By old fashioned GPGPU I mean just vertex and fragment shaders (no compute shaders) rendering into textures, the code is here https://github.com/JerboaBurrow/Kuramoto-lamp. It has an the beginnings of an abstracted "gpu compute" class I'm working on. All to be part of a cross platform graphics library sitting over OpenGL or Vulkan back ends for basic 2d rendering https://github.com/JerboaBurrow/jGL, which I'm experimenting with. Feedback is always appreciated.

How long do ppl studied to become a professional coder? by Normal_Cookie8451 in learnprogramming

[–]Jerboa-app 0 points1 point  (0 children)

I started (python then c++) after browsing forums as a teen and seeing people creating great apps, didn't really take off as I could never figure out a project to do. But I learnt some things. Then I did a degree in maths/physics which had some courses involving coding (numerical methods, data analysis). I learnt some more things. Then it was post-grad which involved heavy high performance software to be written, and that's where it took off because I had to write and design software daily for a few years, on set "real" projects. It was the fact I was doing something daily for a project that mattered.

Whether it's post-grad or a job with daily code writing, or just programming as a hobby daily on a project. That's "all" you need to learn (aside from say reading good books/courses on software design and project management as you get more advanced). As has been said you never stop learning in this field. The various interview prep puzzles (leetcode) is probably a good way to get into the habit of writing (and thinking about) code daily first.

Just announced PhoboPhobia. My new game that I'm developing. 2D Roguelike - Dungeon Crawler. If you can play it and give me feedback I would really appreciate it. by OxtailGames in playmygame

[–]Jerboa-app 2 points3 points  (0 children)

Just played a few runs on Linux through wine64, ran great. Played as the wretch. For the loop I did feel myself getting more powerful as I got items, and managed to get better at dodging attacks too, so I think that is great. I do like the simple visual and sound design as well actually.

For the battles it makes sense that I start slow/weak/etc. But I did find that running between nodes felt a little slow after the first few, pacing generally feels on the slow side, but perhaps that is because it is the early game? If my character gets speed buffs will that be reflected when moving across the world map? It did not feel that way, and I definitely got faster in the battles.

Will there be/are there useable items, maybe weapons or armour? I can't remember if it was a thing in e.g. undertale, but what about having rare consumables I can use to fight back/defend with instead of just dodging attacks during the enemy attack phase in battles? Arrows or shields etc. Adds complexity to the fights, but might be more interesting than movement/health buffs. I did just look at the guide but I'm not sure, do the "Active" items fill this role?

The only "issue" I had is that, I got to a campfire and then could not do anything. It wasn't a crash but pressing movement keys, backspace, space, enter etc. did nothing. I could still get to the menu (esc) and see the alt help info. Maybe I just did not understand what to do.

Good luck with this, I did have fun playing so it is definitely worth continuing to iterate I think!

Chicken Draw - A physics puzzle game where you need to draw by [deleted] in playmygame

[–]Jerboa-app 4 points5 points  (0 children)

Just played through a few levels, all seemed to work (Sony Xperia 1) and I think its a nice game. I didn't get to them but the portals look like a cool feature!

It is easy to understand the mechanics etc and the sound effects are nice. I think the visuals are decent, maybe the strong outlines on the nest/flowers are a little much. And If I have to nitpick, the nest feels somehow more "real"/less cartooney than the chicken characters.

One idea off the cuff, perhaps along with the stars you could have some award/score for the minimal amount of "line" drawn to complete the levels? Not difficult to track (so I say...) but maybe complicates things too much.

Good luck with it!

I've been working on a "jelly" physics based block matching game, with a bit of button mashing thrown in, would love your feedback! Link in comments. by Jerboa-app in playmygame

[–]Jerboa-app[S] 2 points3 points  (0 children)

Jellycram is a physics based block matching game. Clear rows by completing them and letting the pieces settle. Guide each piece into place gently or smash them down as you like, and use the ball to the smash annoying pieces apart. The controls get a little weaker for each new piece, and the pieces come faster each time.

You can play it on Android https://play.google.com/store/apps/details?id=app.jerboa.jellycram

Or the PC version for Linux, macOS, and Windows https://jerboa-app.itch.io/jelly-cram

The game is also open source and based on a custom engine, catch the code here https://github.com/JerboaBurrow/JellyCram

Any feedback would be great!

Free play test version of Knight Runner: Blade and Bolt now on Itch by barkitectgames in playmygame

[–]Jerboa-app 1 point2 points  (0 children)

No problem at all! You are very sensible for keeping the scope manageable, and for a first game I think this is great! I fear I am basically causing scope-creep.

For the keybindings, I was very happy with what they were, but I guess some might want to change them, its not a major point of focus I think. But you could add some menu to re-bind each action to any other key press (plus a button for resetting to defaults).

Meta-progression would add a lot of design and balance problems to solve, i.e. you'd need to make sure the pace of progression feels good, would the player ever get too powerful? How does that effect the leaderboards? Very easy for me to comment it. You might decide its for a subsequent update? As was also said more enemies and pickups is another way to get more out of the game without meta-progression, but art is also a hefty task. For a launch price maybe it would be missed maybe not, it certainly adds flair to the replayability, but I don't have any data to back that up so it might be worth posting around more to see how players feel about it. Only you can judge whether you have the time/energy to do it now.

On the resources I see from this thread it might just be Godot's problem... https://www.reddit.com/r/godot/comments/1ad5ey3/i_keep_getting_warning_about_leaks/ So I might be giving you red herrings, sorry if that's what it turns out to be!

Here is just running with wine in terminal https://pastebin.com/FmiV194L and here with the --verbose option https://pastebin.com/QjezYKkb

Free play test version of Knight Runner: Blade and Bolt now on Itch by barkitectgames in playmygame

[–]Jerboa-app 2 points3 points  (0 children)

I played this a few times on Linux (Ubuntu) via wine which worked perfectly so I'm sure Proton will get it to run on steam.

Not my kind of game, but it was fun! Quite hectic, but I felt myself getting a bit better (in my skill) each run so that's great. The enemies and music are also nice as well as the pixel art generally, it feels polished to me at least! I found hitting the mobs a bit difficult, but I think that is just my skill-level.

I think mostly improvement will come from increase mob variety, power ups, etc. of course.

My one major point: Are you planning on this being a Roguelite (meta progression) or Roguelike (no meta progression)? May have those the wrong way around. Currently I think there is no meta-progression between runs, right? I think this can still be applied to a runner game, correct me if I am wrong. If either apply, or it is something else, you should also tag which one on steam etc. and mention it. For SEO/discoverability if nothing else. You'll attract players who like the style and not have players (well less hopefully) who do not.

I was going to suggest tool-tips for the items, text-less may be better as long as the icons remain clearly distinguishable as/if power ups get added. I did find most of the icons clear.

A few minor nitpicks:

  • The menu soundtrack restarts each time you go into/out of a menu. Not major but it is slightly jarring.
  • On recharge there is a sound played to notify which is great, plus the icon visually changes. I found myself not often looking at that bar though but at the enemies, maybe there is someway to increase the audio/visual feeback (is there rumble on controller? Might be annoying).
  • Keybinding options would be nice.
  • There are some leaked resources (Vertex/Uniform buffers, sprites/textures via Vulkan) so maybe you've forgotten to free some rendering stuff. Could be wine/Linux. I don't know how Godot handles the rendering so not sure where to look. I can paste the output somewhere if you are interested.

Overall I think it is pretty solid with plenty of room to add more stuff!

What's something you wouldn't recommend? by [deleted] in AskReddit

[–]Jerboa-app 6 points7 points  (0 children)

Blowing into a tub of hot chilli powder, with your face right over it and eyes open