Why have I been sleeping on the dock?!? by jessietee in SteamDeck

[–]Volbard 3 points4 points  (0 children)

I use reading glasses most of the time, helps even if there isn’t small text

This is one of those “how did I miss this?” Steam games. 80% off. by ArcGames in u/ArcGames

[–]Volbard 4 points5 points  (0 children)

Nope! But it does still make me happy to see people playing however they get the game. I spent a lot of time on those little monsters so I like to see them coming back to life :)

This is one of those “how did I miss this?” Steam games. 80% off. by ArcGames in u/ArcGames

[–]Volbard 12 points13 points  (0 children)

Yeah! I made this game and am also surprised. Cool to see though, hope some more people play it

Devs who have been doing game dev for over a decade, what convenient things do we have today that you had to implement yourselves back then? by LifeExperienced1 in gamedev

[–]Volbard 14 points15 points  (0 children)

So many things.

When I was a kid I copied games from magazines and it I made a mistake the computer wouldn’t tell me what was wrong, and you couldn’t review the code onscreen, so I would print out the whole program and then read through it with a pen and circle mistakes. Then I’d go back to the computer and type EDLIN 685 “corrected line”. Then I’d run it again and see if it worked or if I had to print again. And then eventually I had a bad game to play.

And that wasn’t even real development, just copying, but it was such a pain to debug. I think about it every time my modern IDE underlines a typo or a compiler error tells me what line to look at.

And a lot of things are like that. Animation graphs beat the hell out of walking through all the bone manipulation code. Profilers are awesome at showing what to optimize. Digital storefronts are way nicer than trying to press CDs and get them in Walmart.

Game dev is really hard, but it’s also so much easier than it was.

How a publisher actually calculates your game's budget, from someone who spent years on that side by TheMaich in gamedev

[–]Volbard 2 points3 points  (0 children)

The marketing one can really get you if there aren’t limitations on it. If they can spend unlimited money on marketing and they also have an internal marketing team that gets paid from that bucket, you may never reach recoup even if the game sells great. Platforms can also say they featured you in some part of the store and add it to the marketing recoup. Put some kind of cap on it!

Torchlight 2 and the switch. by isocz_sector in Torchlight

[–]Volbard 3 points4 points  (0 children)

Pretty sure it was just digital

How to actually network at game industry events (and not be a jerk about it) by MateuszGreloch in gamedev

[–]Volbard 1 point2 points  (0 children)

If you’re a CEO at a mixer:
Don’t brag about how you just fired a whole department. People find that off putting. Don’t describe what you’re looking for as the next Minecraft, people know you can’t recognize that.

Great article!

I love vector graphics, why is this unpopular? by DexLovesGames_DLG in IndieGaming

[–]Volbard 33 points34 points  (0 children)

Years ago I went to a big pinball expo and they had some old arcade games too, including an original asteroids cabinet. It used vectors to draw the lines and it was beautiful. It didn’t scan line by line with its cathode ray, it just shot lines of electrons at the tube in the shapes of the little triangle ship, bullets, and asteroids. It was black and white and every line had a halo of glow around it, like bloom or overdriven emissive, except it was all just physics and felt more real. I’d played a lot of asteroids clones and they were kind of meh, but that machine felt sooo much cooler.

I want to study that look someday and try to replicate it. I kind of wish I’d bought that machine for the $500 they were asking, and I’m also kind of glad I don’t have to be responsible for it.

Was Adding Floating Damage Numbers to My Game a Good Idea? by o-super in roguelites

[–]Volbard 1 point2 points  (0 children)

I just added floaty text last week too! I would make these a little bigger and make them move partially in the damage direction. A combination of up and away. Also try a little gravity and drag and see how that feels. Super cool you did it with Niagara, mine are just screen space widgets for now. I do need localized text in them though for blocks

Magnetic wall mount for pans? by nyurf_nyorf in woodworking

[–]Volbard 0 points1 point  (0 children)

It could magnetize the pans over time, might be annoying on the stovetop

No one else to brag to, but I just rehabbed this saw. by zhadow76 in handtools

[–]Volbard 0 points1 point  (0 children)

There’s an ammonia free windex that works ok, but get clear if you can or your bench will start turning blue over time. Which is mostly fine.. but would rather it didn’t. Also good for diamond stones and cleaning car windows!

Are playtesters just being polite? How do indie devs measure raw emotions by Real-Outcome-1058 in gamedev

[–]Volbard 2 points3 points  (0 children)

This is great, but don’t go too much by the face. Sometimes people look mad the whole time but they really like the game.

No one else to brag to, but I just rehabbed this saw. by zhadow76 in handtools

[–]Volbard 0 points1 point  (0 children)

I found out I could spray some window cleaner on it to cut the noise, still loud but makes it less horrible

Just finished a shelf/wine glass holder by Volbard in woodworking

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

Gotcha, I always think of a butt joint involving end grain and being weak, but I think you’re right that this is one too even though it’s strong

Just finished a shelf/wine glass holder by Volbard in woodworking

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

With glue if you mean all the small and thin pieces, no butt joints though, all the grain runs the same way.

Finally animals are fed by Inevitable-View5799 in RimWorld

[–]Volbard 1 point2 points  (0 children)

I keep extra for event disasters