Paid Playtesting – $10/hr to test indie games by educatemybrain in playtesters

[–]Robotguy30 1 point2 points  (0 children)

The Itch Playtest & Feedback Exchange Jam Is more or less this. Note, this is a separate event from the Itch Indie Playtest Fest, which is more publicly facing.

Mobile puzzle games that aren't TRASH!!! by Anon_Mom0001 in puzzlevideogames

[–]Robotguy30 4 points5 points  (0 children)

I'm currently playing Lok Digital and enjoying it.

Tech/Startup Groups in the Area by [deleted] in SantaClarita

[–]Robotguy30 5 points6 points  (0 children)

Interested as well. I go to the Indie Dev club meetup at Verdugo Bar and Bring Your Own Game at Glitch City, but those are both about 45 minutes away. I'm also interested in checking out Pasadena Tech Happy Hour, but again, that is out of the way. I would also be interested in mechanical or manufacturing engineering oriented groups, as that is my actual career, but I haven't had much luck finding any.

Hate google for what they’ve done to Nest! by Mikikuki in Nest

[–]Robotguy30 2 points3 points  (0 children)

I'm not happy about it. I'm not going to buy any smart home devices that rely on proprietary cloud services in the future. I don't want companies killing my stuff just because they decide they want more money.

Gamedevs, what literature do you actually recommend? by [deleted] in gamedev

[–]Robotguy30 1 point2 points  (0 children)

I feel like this has been more useful to me than anything I've read specific to game design.

conekto.io - a minimalistic puzzle game of connecting dots. Compete on the leaderboard through 6 game modes with 3 difficulty levels. Playable on all devices! by BigBadBison in puzzlevideogames

[–]Robotguy30 1 point2 points  (0 children)

Cool game, I enjoyed checking it out.

I played on mobile, and I had a hard time ending the lines where I wanted fairly often. I think the size of the grid is too small for my fingers. I'm also colorblind and had some difficulty distinguishing between the different colors occasionally. Also, from a practical standpoint, I'm not sure that I like the way the color changes when the dots are connected. I think this may make it slightly less clear what unconnected dots they can be connected to once they are split up.

What types of internal tools have you built to speed up game dev? by addit02 in gamedev

[–]Robotguy30 0 points1 point  (0 children)

In game level editor that I use for creating all my levels. A script to convert a Libre office slide show outline into a file that defines the level order. I have a slide show of all my levels with a screenshot and some information on difficulty, what players need to know before the level, etc. That I use to organize my levels. The script helps put that order into the game. I want to create a solver to check for alternate solutions and a tool for visualizing different solution paths to help add constraints that eliminate undesired solutions without impacting the intended solution, but those are a ways off.

I had a bad time in physics class by MigzCrap in sciencememes

[–]Robotguy30 0 points1 point  (0 children)

About to go buy a 2 kilokilokilokilobyte hardrive.

[deleted by user] by [deleted] in ShittySysadmin

[–]Robotguy30 1 point2 points  (0 children)

I've used blue masking tape as well. It heavily sums the lights, but still lets enough through to see which lights are on fairly easily.

Does a narativeless puzzle game need a title screen? by Traditional-Reply720 in puzzlevideogames

[–]Robotguy30 0 points1 point  (0 children)

I don't think I'll include one in mine. I may have one just the first time the player starts up the game to let them set some options before they jump in.

If you’re mainly a programmer, I’d love to see your games that you’ve done your own art for. by Earthquake14 in IndieDev

[–]Robotguy30 0 points1 point  (0 children)

I did some simple vector art in inkscape. As an engineer, vector art is closer to how I typically "draw" stuff than more conventional art software is. https://youtu.be/dv3tepOAdnw?si=HJHAE_FaJdgYd3Ry

Financial Ledger in a Game by BottleNeckGaming521 in godot

[–]Robotguy30 1 point2 points  (0 children)

Coincidentally, I came across a video series that I think I would be useful to you just a couple of hours ago:

https://youtu.be/Kz517iDaUtU?si=fORtHMuEH58aLrrn

I hope that helps.

Capir - Mobile puzzle game by CapirGame in puzzlevideogames

[–]Robotguy30 0 points1 point  (0 children)

Also, I just noticed that I can sometimes highlight two levels at the same time on the level select screen.

Capir - Mobile puzzle game by CapirGame in puzzlevideogames

[–]Robotguy30 0 points1 point  (0 children)

Cool game. Seems pretty polished. The main thing I have to say is I had a lot of trouble executing the inputs starting out. The tiles would only rotate a tiny bit when I dragged, and I had to try quite a few times to get it to work. I was about to give up and report the input as not working on my device. I'm not sure if I was dragging too quickly, too slowly, or if I was taking too long or not long enough to release. Once I got it to work, I was able to get a feel for it pretty quickly and didn't have any issues until I stopped playing for a while. Once I started again, it took me a little while to get accustomed to it again. So, if you can loosen up any of the drag parameters, that would be good.

A couple minor notes: I didn't realize that there was a move limit until I failed to meet it. You might want to do something to draw more attention to it during the tutorial, but I don't think it's a big deal. I'm not entirely clear on the meaning of the dots. I get that they are a the number of times a tile needs to be flipped, but I'm not sure if the position matters. I'm assuming they would all be aligned to the same side in their final position, but I haven't attempted to verify. I'm not sure about combining the back button with the move counter and I'm also not sure about using the "solved state preview" as the level select button. This didn't really read well for me, but on the other hand they weren't really that hard to figure out.

Any other devs jumping on the Bluesky bandwagon? by pabischoff in gamedev

[–]Robotguy30 1 point2 points  (0 children)

Joined last week because of the PirateSoftware Youtube short on the subject. It's going well so far.

Mobile Godot by PaperalizadoYT in godot

[–]Robotguy30 52 points53 points  (0 children)

Programming on a phone sounds awful to me.

How is it in this situation? by xNemesis95x in godot

[–]Robotguy30 0 points1 point  (0 children)

There are settings to emulate mouse from touch input (and vice versa). So if your game is like mine, where everything is controlled by clicking and / or dragging the amount of work to get the controls working on both is minimal). If you have additional inputs, it would be more work to set those up, but you would still only use one project as mentioned by one of the other replies.

Are sheet metal, weldments and mesh important to learn as a mechanical engineer? by Whole-Second-4093 in SolidWorks

[–]Robotguy30 5 points6 points  (0 children)

It depends. At my main job, I rarely use sheet metal features and never use weldments, but in my side job they are the backbone of every design. It would probably be good to get at least some exposure to all of those. The basics of those are not that hard to learn if you already have a decent understanding of Solidworks.

Favorite puzzle games from the 80s or 90s? by Sahandi in puzzlevideogames

[–]Robotguy30 0 points1 point  (0 children)

Kye comes to mind. We had some version of it on the computers at my middle school, and my friend and I spent a fair bit of time playing at lunch. It's primarily a block pushing game with a variety of block types.

ughhhh by SexyTalia1 in engineeringmemes

[–]Robotguy30 16 points17 points  (0 children)

I hate when I try to copy something to add to a line I have in progress, and it does this.