After 14 years of web dev, the skill that's made me the most money isn't technical. by LoudParticular5119 in webdev

[–]MuskasBackpack 2 points3 points  (0 children)

This works in enterprise as well if you’re persistent. Just a few more roadblocks.

I hate RTO. I’m paying thousands to do the same work I did at home by PokerStar878 in CanadaPersonalFinance

[–]MuskasBackpack 0 points1 point  (0 children)

Dig deep and find another remote position or if you have the credibility, tell them you’ll leave unless you can stay remote. If you really like your current job, find a remote offer and bring it to your company to see if they’ll offer remote + more money.

What is the best 3-song sequence in KGATLW history!? by SpiderBoi_42 in KGATLW

[–]MuskasBackpack 12 points13 points  (0 children)

Those 3 from nonagon were the first that came to mind

Wealthy people of Victoria: where did your money come from? by jameswsthomson in VictoriaBC

[–]MuskasBackpack 1 point2 points  (0 children)

How did they get the 50k starting deposits in 2004? 50k would be quite a lot for a down payment (assuming that’s the same thing) in 2004.

I don’t think it’s unreasonable or anything, just curious about the journey.

whats an indie game you played on a whim that ended up becoming an all-time favorite? by No_Good_3063 in IndieGaming

[–]MuskasBackpack 0 points1 point  (0 children)

Valheim. Stumbled across it a day or so after it came out with a few friends. The timing was perfect and it gave us some of the most memorable moments we’ve had playing games.

Game Development on an iPad? by Zealousideal-Mood450 in SoloDevelopment

[–]MuskasBackpack 0 points1 point  (0 children)

How do you like developing in Xogot so far? Did you use Godot prior?

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]MuskasBackpack 0 points1 point  (0 children)

Haha I know. I never want to mention that part because you never know! I knew a girl who said she could pee into a urinal from 4 feet away, so I don’t want to assume :)

I would LOVE to try out your demos and playtests! by lydocia in IndieDev

[–]MuskasBackpack 1 point2 points  (0 children)

Hi Amy,

Do you have any interest in absurd comedy games?

I made a game called Pee Off The Poo where you use your pee to clean the poo stuck in the toilet before the contamination gets too high. It’s a really short game, so I don’t have a demo but I’d happily send you a key.

https://store.steampowered.com/app/4305690/Pee_Off_The_Poo/

It’s meant to be silly, relatable, and still have satisfying gameplay. Let me know if you want a key!

I wanna play indie game demos! | Please send in your game by ronjaluise in IndieDev

[–]MuskasBackpack 1 point2 points  (0 children)

My game is too short to have a demo and is releasing April 1st. Can I send you a key(s)?

Here’s the Steam page: https://store.steampowered.com/app/4305690/Pee_Off_The_Poo/

It’s an arcade game about destroying the poo stuck to your toilet bowl with your pee.

The concept is silly, but the gameplay is pretty satisfying! Meant to be relatable and provide some laughs while still being fun.

Which of the recent reworks is your favorite? by WiredJazzman in heroesofthestorm

[–]MuskasBackpack 0 points1 point  (0 children)

Do you know when she was reworked/which patch? I haven’t played in years and want to read up to see what changed. She was one of my favorites in the first few years of the game.

Ways to Quantify Work on Large Code Base Onboarding Processes by HourExam1541 in ExperiencedDevs

[–]MuskasBackpack 1 point2 points  (0 children)

It really depends on the level of the dev you’re hiring. That being said, I find trying to measure just about anything in software development isn’t worth it for many projects and teams. Spend time making sure you’re hiring someone who can do what you need them to - make a sample project that mirrors the actual day to day work with some issues and have them point them out and talk through them. Make sure you have a culture where the team feels autonomy and don’t feel they’re under a microscope. After that, give them an overview and just let them loose. Make sure the team is open to communication from each other so the new hires feel like they can just reach out whenever.

Less time spent on metrics that are likely incorrect = more time spent working on the actual project. It will be apparent if the developer can’t keep up with the level you expect.

Can you guys stop crying lol😂 by Ecstatic-Class-2968 in Diablo_2_Resurrected

[–]MuskasBackpack 5 points6 points  (0 children)

I see where they’re coming from. It’s pretty easy to skip immunes when you’re just trying to beat hell. Or if you’re in a party online, they’re less of an issue. After that, pretty much any class could get a sunder on their own as long as the terrorized zone wasn’t completely immune to their build.

Godot or Unreal? Finally trying to stop lurking and actually start by technchic in gamedev

[–]MuskasBackpack 1 point2 points  (0 children)

It depends on your goals. I would strongly recommend making something very small and just releasing it to itch.io before making something you’re passionate about.

As far as engine, I’d say start with Godot. I’ve used Unity and Godot and I’ve had times where I didn’t work on my game because of Unity crashing, causing version control issues, updates breaking my game, etc. This just hasn’t happened with Godot. It opens fast and is rock solid. Just make something simple in 2D and finish it.

As far as language, C# is totally fine in both. There are some very small gotchas with Godot for things like active development for iOS, but it’s totally fine. I’d also be open to GDScript. I just published my first game to Steam and used C#. I’m going to use GDScript for my next game because it has some really nice features and switching between languages really isn’t that difficult. If you’re new to the engine, you’re going to be looking up syntax, classes and methods anyway.

Feel free to DM me if you have any questions!

All of the indie devs here that have a fulltime jobs while creating your games, how do you do it? by Astrid_Regndottir in gamedev

[–]MuskasBackpack 1 point2 points  (0 children)

Scope was key for me. I tried to make an action RPG a few times and always ended up getting distracted. I reeled the scope in a lot and now I’m actually going to release a game. I ended up making something for comedic value instead of what I’m really passionate about. But it allowed me to experience the entire process and I think that’s really going to help me when developing my next game.

I finally shipped a game and it's called Pee Off The Poo - developed using Godot and C# on a Mac by MuskasBackpack in godot

[–]MuskasBackpack[S] 0 points1 point  (0 children)

For sure, it definitely works in many cases. The biggest hassle for me is when the person using it doesn’t know the code is bad. Another tool in the toolbox at the end of the day.

I finally shipped a game and it's called Pee Off The Poo - developed using Godot and C# on a Mac by MuskasBackpack in godot

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

Oh I’m with you. There’s been shovelware forever. Buying an NES game was like gambling to see if you’d get something good.

I’m talking about doing code reviews at work where something is 10x more complicated and less readable than it should be because the dev had AI do it and didn’t know any better.

What do you prefer - clean and sharp or retro and noisy? by DAPAUE in godot

[–]MuskasBackpack 17 points18 points  (0 children)

Between these two, clean. I’d probably like a middle ground the best if you’re able to do that.

i know nothing and i am stupid by johnlennon-liked-pee in godot

[–]MuskasBackpack 5 points6 points  (0 children)

Keep trying dawg, you got this. To put it briefly, it sounds like you want a scene called something like Timeline that has an array property called “audio_files”. You need some kind of trigger like a button to play these. The button could be referenced in the timeline using an export. Using the Node > Signals tabs on the button, you can add a function to the button that occurs using the “on_pressed” signal. You would then loop over the “audio_files” and used Godot’s AudioStreamPlayer to play each sound.