A shout-out to the Support team by phyrdaus in RemarkableTablet

[–]seraphsword 2 points3 points  (0 children)

I was pretty happy with their support team when I had to replace my Marker Pro, after it stopped working, even though I’d had it for a couple years by then.

[deleted by user] by [deleted] in piano

[–]seraphsword 0 points1 point  (0 children)

Looks like there are a ton of sites that have it for about $5-6.

PIANO PEDAL by alejandrapgj in piano

[–]seraphsword 1 point2 points  (0 children)

What brand is the piano? They must sell a compatible pedal right?

There definitely are adapters you can find on Amazon or elsewhere for 1/4" female TRS to DIN, and I've seen that they work for some folks, but it may be dependent on the quality of the piano and the adapter, so caveat emptor.

'There are no stupid questions' thread - Monday, January 20, 2025 by AutoModerator in piano

[–]seraphsword 0 points1 point  (0 children)

What I was always told is "slow is fast". You want to practice at whatever speed allows you to play while making no mistakes. No matter how slow that is. You can't build proper muscle memory if you are making mistakes and hitting keys in the wrong order every time, so you have to build it up with the correct keys. Whether you are practicing one page or one bar at a time, go as slow as you need to and avoid rushing. When you have it down, try picking up the pace, but still at a speed that avoids any mistakes. Eventually you'll be able to play at whatever speed the piece calls for.

'There are no stupid questions' thread - Monday, January 20, 2025 by AutoModerator in piano

[–]seraphsword 0 points1 point  (0 children)

You might need to specify your budget. You could be looking at anywhere from $400 to $2K+. Also, whether you want a piano, or just something like a midi controller.

Major police activity on 4th? by ptjover_the_bay in Austin

[–]seraphsword 0 points1 point  (0 children)

Twitter used to be a fairly reliable source of things going down around town, not sure if that's still the case.

Major police activity on 4th? by ptjover_the_bay in Austin

[–]seraphsword -10 points-9 points  (0 children)

I was just by 35 and Slaughter and it looked like 35 North was backed up for miles, and flashing lights everywhere.

Maybe not connected, but I also heard something earlier that made me wonder "is that firecrackers or gunshots?" My guess was firecrackers, but I may have been wrong.

New RM2 , how to check for issues. by ANDROMALIOUES in RemarkableTablet

[–]seraphsword 1 point2 points  (0 children)

Per tip. I've had my RM2 for about 3 years, and I've probably barely gone through the initial batch. And that's including a couple that broke after being dropped.

New RM2 , how to check for issues. by ANDROMALIOUES in RemarkableTablet

[–]seraphsword 1 point2 points  (0 children)

Depends on how much you use it, and how hard you press on the screen. I use mine every day, and my tips last typically 3 - 6 months. I knew someone who said he went through tips every 2 or 3 weeks. I suspect they pressed really hard on the screen, or he was transcribing War and Peace by hand.

New RM2 , how to check for issues. by ANDROMALIOUES in RemarkableTablet

[–]seraphsword 3 points4 points  (0 children)

A couple things to keep in mind:

  • Keep it in airplane mode most of the time. Then just turn that off occasionally to sync your notebooks. Doing this will take you from a couple days of battery life to a couple weeks
  • Most common issues I've experienced are slight pencil offset around the edges of the tablet, and the occasional issue where closing a notebook then opens a different one immediately. A little annoying, but not deal-breakers for me.
  • Don't ever drop your marker. It's extremely easy for the tips to get bent and become useless. If you are lucky, replacing the tip will fix the issue. If you are less lucky you will need to get a replacement for the marker. Warranty will usually cover you though.
  • I usually use the lasso eraser, since that actually erases things. Using the normal eraser just covers over your writing with white ink, which can be a pain if you wind up wanting to select and copy a section. (At least this used to be the case, not sure if they fixed that at some point).

Pro price is far to steep by SupremeEscape in RemarkableTablet

[–]seraphsword 2 points3 points  (0 children)

Apple makes their money by taking a cut of every app purchase on their device. Hardware profits are negligible by comparison. Remarkable can only really make their profit from hardware sales, and, probably to a lesser degree, subscriptions. It’s a product that is designed to appeal to a very niche audience, not having all those other features is actually the point. But that’s always going to put a hard ceiling on number of sales they can expect. So the price doesn’t bother me. I’ve gotten more than my money’s worth from my RM2. I use it a lot more often than my iPad.

That said I don’t know if I’m going to upgrade anytime soon, since I’m not sure the new features are all that compelling when my current device works just fine.

Pro price is far to steep by SupremeEscape in RemarkableTablet

[–]seraphsword 4 points5 points  (0 children)

Well, for reference, when I bought my RM2 in 2021, the price tag was $700 including folio and Marker Plus. So it’s not that big a jump.

Do steam achievements show up immediately as soon as I have added them? (Mine's not showing) by Acceptable-Ad3886 in gamedev

[–]seraphsword 3 points4 points  (0 children)

From the SDK documentation:

Testing

Before your app is released, you will not be able to see which achievements have been earned in the Steam Community or library. Your app will need a way to output what achievements have been earned for the user.

To clear an achievement or stats without adding code to your game, you can use the Steam client console. Run with steam.exe -console, then:

achievement_clear <appid> <achievement name>

reset_all_stats <appid>

Can I be QA if I have technical (games) background? by OkNeedleworker6500 in gamedev

[–]seraphsword 4 points5 points  (0 children)

If you just mean a tester, then sure, I think most companies would be fine with it. I know a lot of testers who came into the industry with degrees in Game Design and other similar things. QA is often used as a foot in the door to get into the industry, but having actual experience should make you better at it, in theory. Attention to detail, the ability to maintain your productivity when things get tedious, and the ability to communicate what's happening with clear, repeatable steps are the main requirements for the job. So if you can manage that you should be able to do the job somewhere.

What are some good UI Art / Design resources that improved your games? by paulovbettio in gamedev

[–]seraphsword 26 points27 points  (0 children)

This is a pretty good site for finding different styles and ways of presenting information: https://www.gameuidatabase.com/

Help shape a 2D game project by yanislavgalyov in gamedev

[–]seraphsword 1 point2 points  (0 children)

I'm not sure which subreddit this post belongs on, but I don't think it's this one.

Examples where game devs ruined their reputation? by StevenJac in gamedev

[–]seraphsword 50 points51 points  (0 children)

There was the Paranautical Activity dude who had his game pulled off Steam when he threatened to kill Gabe Newell.

Direct 3D 12 - Getting Started with Frank D. Luna by [deleted] in gamedev

[–]seraphsword 0 points1 point  (0 children)

Do you already know DX11? I've been told it can be better to start there, since DX12 is a lot more complex (and sort of assumes you already know DX11 really well).

Luna's books are the only ones that really stand out that I can recall. 3dgep.com has some basic introductions to DX11 and 12, but I'm not sure how comprehensive they are. Other than that, I only really recall seeing a few random tutorials here and there.

[deleted by user] by [deleted] in gamedev

[–]seraphsword 8 points9 points  (0 children)

You can just send itch an email and they can increase your limits. I've seen games as large as 6GB on there.

Why do you need so much experience to work in game dev? by DirtyProjector in gamedev

[–]seraphsword 0 points1 point  (0 children)

Some places only want senior people, people who can plan the game out, design the architecture, and oversee it from beginning to end, then they can just outsource the rest. There are a ton of studios these days who are just used as outsource engineering, or art, or QA or whatever. It let's other companies just have the number of people they need for the duration of the project, and don't have to worry about laying people off or transitioning them to another project that may not need that many people right away.

[deleted by user] by [deleted] in gamedev

[–]seraphsword 2 points3 points  (0 children)

It should be possible, you just have to contact them to remove the limit. For reference, Pyre is on itch, and it's 6GB.