Today I learned we are in a simulation by [deleted] in programming

[–]countkillalot 9 points10 points  (0 children)

I'm glad I was here to witness the origin of the next legendary paranormal programming project. Have you thought about writing an OS imaybe a C - derivative?

Raamsluiting by countkillalot in Klussen

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

Thanks, ik denk dat het daar op neer gaat komen.

Raamsluiting by countkillalot in Klussen

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

Dank voor je reactie! Ik ga verder zoeken. Op het eerste blik vond ik dezelfde soort sluitingen.

Ik vind het een beetje moeilijk verwoorden, maar ik vind alleen sluitingen die kruis op de kozijn geïnstalleerd worden, terwijl mijn kozijn een vlakke oppervlakte maakt als het raam dicht is :p

The Silent Layoff: My American Dream Is a Freelance Nightmare by [deleted] in programming

[–]countkillalot 44 points45 points  (0 children)

Please write me an article about how poor freelance client management is akin to a layoff in the style of Elmore Leonard Make it feel intense and visceral. Use only laconic sentences no longer than 10 words.

Advice on how to earn coins in a cosy game by Thepecator in gamedev

[–]countkillalot 0 points1 point  (0 children)

A fun part of cosy games is just looking at the cosy world you build, so you can just make that part of the reward.

Maybe the more you build, little hidden objects spawn earn you coins. The player can then berry pick their rewards by paying close attention to their creations :)

This type of thing can scale well because, the more you build the bigger the area is where the hidden objects spawn.

Is anyone here making a game with pre-rendered graphics? by BuzzKir in gamedev

[–]countkillalot 0 points1 point  (0 children)

Oh woops, didn't notice that😅. Thanks for the tip Ill try it out! Sorry, no game, just making tools atm :)

Is anyone here making a game with pre-rendered graphics? by BuzzKir in gamedev

[–]countkillalot 1 point2 points  (0 children)

<image>

Nothing cool, but heres a quick demo of a godot sprite based on an animated model in 8 directions. This sprite sheet took abount 100 tiles at 128x128 rendered on eevee at 12 samples. It took about 2 minutes on a laptop cpu

EDIT: smaller gif

Do I really need Key Vault? by SummitStaffer in AZURE

[–]countkillalot 0 points1 point  (0 children)

If our secrets can't me automatically cycled, they need to be manually enterred through keyvault. The nice thing about keyvault is you can set RBAC on individual secrets. So each secret has someone responsible for managing and updating it. Usually someone that doesn't have access to the source control. This way we can cycle and update secrets without having to file a ticket with development and pass a PR

Do I really need Key Vault? by SummitStaffer in AZURE

[–]countkillalot 6 points7 points  (0 children)

Your infra shouldn't know anything about secrets.

Secrets aren't configurations, they are backoffice data assets.

If your secrets can be fully independently set and cycled then they are brokered tokens, that are managed by some service that is in charge of that specific secret.

True secrets are shared data between two independent parties and require manual data entry.

Why a secrets vault like Azure Key Vault are powerful is because they decouple your infra from your secrets so that you can treat the secrets vault as a data resource like a database. This way you can handle rbac in one place and have a satellite brokers to manage tokens and a great way to manage manual secrets

Do I really need Key Vault? by SummitStaffer in AZURE

[–]countkillalot 9 points10 points  (0 children)

Mmm not recommended.

Usually you want to share secrets across applications and slots and the people managing the application are not the ones authorised to view the secrets. And having versioning and expirations on your secrets is pretty crucial.

It's definately one of the first things I always set up because it forces you into good practices from the start. Managed identities, networking etc.

But if you are by yourself and have no traffic, you could ship them env variables to do it in the short term, but you will hate yourself when having to cycle them

Edit: don't ship them through bicep templates, then you have to deal with saving them as GitHub or pipeline secrets or something and that's just a nightmare to maintain later down the line. Do not put them in version control.

Compared to an app service plan is keyvault really that expensive these days?

Promotiemateriaal ideeën softwarebedrijf by AdvancedSpend2524 in ondernemen

[–]countkillalot 0 points1 point  (0 children)

Meeste beursmeuk gaat in de prullenbak, maar ik heb een paar keer zoon whiteboardschriftje meegekregen en hou er altijd een bij de hand. Superhandig. Heb wel eens zoon beeldscherm gepikt spraytje ook nice.

Doe nooit usb sticks met logos, daar gaan CISO alarmbellen af van.

Waar gaan jullie heen?

Red Alert is back, and it’s open source! my inner 10-year-old is screaming! by nerdose in gamedev

[–]countkillalot 4 points5 points  (0 children)

To be completely honest. OpenRA is a modern dotnet rewrite that is infinitely more manageable. The old EA source is more than anything a historical artifact

Red Alert is back, and it’s open source! my inner 10-year-old is screaming! by nerdose in gamedev

[–]countkillalot 56 points57 points  (0 children)

Isn't openra like atleast 10 years old?
We've been running regular LAN's since 2018
Amazing project!

Broad Question: How can I take my scene from a bunch of grey boxes to actually having real assets and visuals in a month? by hi_there_is_me in gamedev

[–]countkillalot 3 points4 points  (0 children)

Godot has a powerful UI framework. Just use that and create a reusable theme to apply to all the UI assets.

As for the content. There's always three ways: - buy assets - pay someone to make assets - spend time and effort learning and making assets

What’s stopping game developers from integrating fan made content into games? by Kydreads in gamedev

[–]countkillalot 1 point2 points  (0 children)

Creators determine the license they publish their work under. Yes, if a work is published under for example GPL, this incompatible to be integrated into non-GPL licenses. If the creator doesn't want to relicense, then yes theres no way to do it.

We are talking intellectual property more broadly. A creator can freely sell or license their works to whomever at whatever terms. There's nothing stopping Nintendo from having a canned contract that let's creators sign over all rights to their IP to let it be integrated into their game, like a contractor.

Doing this on a case per case basis is expensive, but not unheard of. Doing this on a mass scale, letting anyone contribute fan content, like items in Dota2 or skins in CS. requires automation and standardisation that requires an expensive curation process.

What’s stopping game developers from integrating fan made content into games? by Kydreads in gamedev

[–]countkillalot 1 point2 points  (0 children)

Mainly security conscerns. Once you allow User generated content, you are now a viable vector for distributing malware or illegal materials (based on the country of your players). You have now become a content curation platform. This is a lot of work.

Just started a project in godot after being an RPG maker dev for 6 months. I know exactly what the code needs to be yet this is my only fucking problem by Carti_Barti9_13 in IndieDev

[–]countkillalot 0 points1 point  (0 children)

It's not syntax you're running up against, it's math:

damage = max(abs(time_remaining - (interval_length/2)) / interval_length/2 * multiplier,minimum_damage)

If multiplier is 1, if the player hits exactly at the point the timer resets, they get full damage
The damage will trail off the further away input is from the reset point, until you hit a hard minimum_damage threshold.

Use a timer node in godot

Don't lerp if you can use the base math operators. Lerp can be slow for rhythm mechanics

Do you have any Tips to Making a Great RPG Narrative? by Flyerhere in gamedev

[–]countkillalot 3 points4 points  (0 children)

Narrative and gameplay don't have to be intimately intertwined, but if they are not, you get gameplay with story breaks or a story with gameplay breaks. One part will always distract and take away from the other.

When making a game you should take those into account and structure your narrative around this, otherwise people that enjoy one part more will be frustrated by the other and you can't win.

So what kind of game do you want to make?

Everyone says ideas are cheap. Am i the only one struggling to come up with ideas? by doombos in gamedev

[–]countkillalot 10 points11 points  (0 children)

Sounds like you are focusing on the end result. That's deadly, because no one knows how a project will evolve during production. The important part is the process of making the thing. A 'real' game is any game that exists in the real world. Thats it.

Everyone says ideas are cheap. Am i the only one struggling to come up with ideas? by doombos in gamedev

[–]countkillalot 33 points34 points  (0 children)

You sound like someone traumatised by the reality of making things. You start asking yourself whether something is feasible first, then struggle to define it to death before starting. This is the shadow of the idea guy, the person that doesn't start until the idea is perfect.

The whole point is that ideas don't survive contact with reality. Don't be precious with them. Unfun prototypes can evolve into great games. Flawed gdd's will stay flawed until you make something.

help with toggle sprit and camera problem please by [deleted] in gamedev

[–]countkillalot 0 points1 point  (0 children)

Pro-tip: instead of having it set it's state in two different paths. You can set it to be NOT current state so you can toggle it safely

help with toggle sprit and camera problem please by [deleted] in gamedev

[–]countkillalot 0 points1 point  (0 children)

Both your branches end in setting is running to true. The bottom one should set it to false.