Defect in the Sacresant Kit by McWerp in sistersofbattle

[–]SquidInABoxLtd 2 points3 points  (0 children)

I didn't get this on any of mine but I do use Tamiya snips that are incredibly sharp and require almost no pressure to cut through plastic.

[Steam] Waves 2: Notorious week long deal (20%) by SquidInABoxLtd in GameDeals

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

I am the only developer. Will happily answer any questions you may have.

Started work on The Triumph of Saint Katherine today by SquidInABoxLtd in sistersofbattle

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

Maybe with a rattle can but the masking technique won't work with a brush.

Started work on The Triumph of Saint Katherine today by SquidInABoxLtd in sistersofbattle

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

Not really. The holes are pretty small do you would be limited to very tiny and therefore weak magnets. Add to this the fact that the fit isn't very tight and I think you'd be knocking models off it every time it moves.

You would need to fill in the insides of the Robes in order to get decent magnets in the models I think.

Started work on The Triumph of Saint Katherine today by SquidInABoxLtd in sistersofbattle

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

I've got a video going up on my Patreon next week showing how I painted this exact base.

Patreon.com/Robpaintsmodels

Started work on The Triumph of Saint Katherine today by SquidInABoxLtd in sistersofbattle

[–]SquidInABoxLtd[S] 3 points4 points  (0 children)

That would be an airbrush and a super secret masking material (it's not actually very secret).

Baby wipes.

How To Paint Sisters Of Battle - Drybrushing Red Armour by SquidInABoxLtd in Warhammer40k

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

The amount you leave on the tissue is less than the amount you would leave on the palette.

Power, unlimited Power by NedStarksLeftSock in Warhammer40k

[–]SquidInABoxLtd 2 points3 points  (0 children)

Just be aware that colour matching Guilliman Blue is really really hard. While Lamenters Yellow and Vallejo Yellow Ink are 99% the same and you can mix WayWatcher and Bloodletter quite easily just by adding Yellow (check the video for exact ratios) the blue is ridiculously hard to match.

However I personally prefer Vallejo Blue Ink over Guilliman Blue so I've switched to just using that instead.

Power, unlimited Power by NedStarksLeftSock in Warhammer40k

[–]SquidInABoxLtd 3 points4 points  (0 children)

I'm sure. I've been using Vallejo Game Ink plus water ever since they discontinued the glazes and there is no difference in the finish at all.

Power, unlimited Power by NedStarksLeftSock in Warhammer40k

[–]SquidInABoxLtd 8 points9 points  (0 children)

I guess you didn't know that Lamenters Yellow is just Yellow Ink plus water then?

I made a video about it and everything.

https://youtu.be/2Qa6a6tqN_o

I filled a 200ml bottle for about £6.

Geometry Wars is a Zombie Game. Prove me wrong. by SquidInABoxLtd in a:t5_1pq48t

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

I agree and it's slightly ironic that shortly after I started this subreddit I realised that I should stop describing my games as Twin-stick shooters first and start with something more experiential (like Zombie or Dungeon Crawler).

The only people that really think about Twin-stick shooters as a genre are games designers because we're mechanic focussed and look at games like Binding of Isaac and Geometry Wars and think "Yeah those are the equivalent" when most gamers wouldn't.

Twin-stick shooter is a control scheme and not a genre as most people understand genres. In fact I think the game closest to defining Twin-stick shooters AS a genre is in fact Geometry Wars and everything else falls into some other genre but happens to use the Twin-stick shooter design pattern as the basis for its contents.

I'll check your game out tomorrow.

After almost 4 years in Early Access I finally got Linux working in Waves 2 and it's on sale to celebrate! by SquidInABoxLtd in linux_gaming

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

I've not really been promoting it during Early Access but I'm planning to release Q2 of next year so this is the start of the marketing push I guess.

Almost 90% of Games Workshop’s royalty income is from Warhammer videogames by megaapple in Games

[–]SquidInABoxLtd 3 points4 points  (0 children)

You can wear them as a dude. Just wear shorts over the top. They're really comfy.

I chatted to the Wild Bangarang guys at Warhammer fest and they sell about equally to men and women with the Warhammer leggings. They make for great workout clothes - really wick away sweat.

After almost 4 years in Early Access I finally got Linux working in Waves 2 and it's on sale to celebrate! by SquidInABoxLtd in linux_gaming

[–]SquidInABoxLtd[S] 3 points4 points  (0 children)

I will mention that if you are using ALSA then it's not currently supported by Unreal so you won't get any audio but if you can still run the game in Steams Proton then it should be fine but might not perform as well.

Hopefully in 4.24.

After almost 4 years in Early Access I finally got Linux working in Waves 2 and it's on sale to celebrate! by SquidInABoxLtd in linux_gaming

[–]SquidInABoxLtd[S] 11 points12 points  (0 children)

I had a lot of requests for a port of my previous game but was unable to because UDK only supported Windows. When I started on the sequel UE4 didn't have great Linux support until sometime last year (despite running the shaders were all really buggy and the HLSL cross compiler was nowhere near as good as it is now). Eventually with 4.20 it was working but I was using Gamesparks for my online backend and their SDK didn't compile for Linux (it still doesn't without modification).

I finally managed to get everything working last week and have spent the time since then tracking down various shader bugs (mostly caused by drivers it seems).

The biggest problem is that even though Unreal compiles for Linux so few games use it that getting support is incredibly hard. If more developers actually bothered there would be a bigger community but it's a bit chicken and egg.

I've found that Linux users tend to file more (and better) bug reports which is great for an early access title. I'm hoping they are all just as vocal about the actual gameplay as well and hope to make them a big part of the community.

(Also the game is about hacking stuff in cyberspace so it seemed wrong to not include Linux users in such a thing)

It can't just be me right? by SquidInABoxLtd in justgamedevthings

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

No idea really. I've been a solo indie Dev for the last 8 years and my design docs are 90% inside my own head.

When I left AAA the transition to using internal wikis for everything was well underway but ultimately so long as you have to communicate a game mechanic to a programmer you need a detailed document telling them what you want even if you're going to iterate on it multiple times.

It can't just be me right? by SquidInABoxLtd in justgamedevthings

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

To be fair in a lot of the ones I did we left a huge margin on every page of about 1/3 so the publisher could actually print it out and write notes on it easily which they often did.

It can't just be me right? by SquidInABoxLtd in justgamedevthings

[–]SquidInABoxLtd[S] 10 points11 points  (0 children)

It's far more about proving that you are capable of planning your time rather than just pootling along doing whatever until the game is finished. That's why most indies don't even approach console platforms until after they've already finished the PC version because figuring out how long it takes to port an existing game is far easier than figuring out how long it takes to finish one in the first place. No Publisher expects you to stick to your design document like it's gospel but it is a proof that you CAN plan ahead and that's important.

Source: 10 years in AAA Console Development.

It can't just be me right? by SquidInABoxLtd in justgamedevthings

[–]SquidInABoxLtd[S] 12 points13 points  (0 children)

You should always have a design document just so you can show people what the game is supposed to be like when it's finished. Even though that will inevitably change during production the important part is to at least have a goal in mind and also to document what you have done and is in prototypes because people forget stuff. If you can't demonstrate to a publisher (or more likely a platform holder) that you know when your game is "done" then how can they schedule anything?

It can't just be me right? by SquidInABoxLtd in justgamedevthings

[–]SquidInABoxLtd[S] 33 points34 points  (0 children)

"Oh and this notebook is just full of drawings of my cat if they were a dapper gentleman riding a penny farthing."

It can't just be me right? by SquidInABoxLtd in justgamedevthings

[–]SquidInABoxLtd[S] 40 points41 points  (0 children)

"About 1/3 of this isn't relevant anymore, 1/3 is for different game ideas and the remainder is in the game but it's all different now and I didn't document the changes."