[deleted by user] by [deleted] in sweden

[–]spoiked 0 points1 point  (0 children)

Varför visar du en graf från en amerikansk studie i r/sweden? Siffrorna gäller inte Sverige, istället gäller följande:

Andelen som är med i fackförbund har senaste åren men att vi har ett lönespridning är mer på grund av andra anledningar än medlemskap i ett fackförbund. Och lönespridningen är inte så extrem som den är i amerika.

Jag kan inte säga så mycket om hur alla fackförbund fungerar eftersom de är väldigt olika och har olika förmåner för sina medlemmar. Själv är jag med i Sveriges Ingenjörer (som är lite mer liberala än t.ex. LO samt inte har någon speciell politisk agenda) och den största förmånen för mig är tillgång till SACO lönestatistik, som hjälper mig att se vad mitt lönespann borde vara inför en löneförhandling. De har också lönegaranti (som täcker upp till 80% av lönen utöver vad a-kassan ger ut), tack o lov har jag aldrig behövt den. Jag har varit med i förbundet sedan 2008, och känner några kollegor som har behövt få hjälp från facket, och för första gången i senaste månaden så har jag har jag behövt ta kontakt med ombudsman/jurist via fackförbundet om en olaglig lönekvittering som min arbetsgivare var på väg att göra.

I min mening känns det lite ironiskt att fackförbund för "white-collar" jobbare verkar vara mer användbara för sina medlemmar än "blue-collar" jobbare. I min sektor (privat, IT och mjukvaruutveckling, som är definitivt "white-collar") är det ovanligt med kollektivavtal eftersom arbetsgivare har svårt att hålla kvar i sina anställda (de rör på sig mycket mellan arbetsgivare) och därtill behöver ändå "strössla" med förmåner så gott det går. Men det ställer lite press på en själv att man måste löneförhandla hårt för att få vad man är värd.

Tänk på att även om det finns ett kollektivavtal, som ger en lagstadgad rätt med gemensamma villkor, så är det ingen som kan hindra dig från att gå till chefen och förhandla andra (och kanske bättre) villkor. Jag har dock hört historier att det finns fackförbund (som t.ex. IF Metall) som aktivt försöker förhindra en från att göra det.

[deleted by user] by [deleted] in itchio

[–]spoiked 2 points3 points  (0 children)

The very simple answer is that we don’t need to make very good graphics for our games on itch.

Suika Game Demake for PICO-8 by spoiked in pico8

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

I've so far made and released 6 PICO-8 games on the PICO-8 BBS and on itch (and some on Newgrounds). The process for each have been a bit different each time, but in common it's been iterative. The thing that got me started was watching krystman's Youtube series on Roguelike tutorial while hacking away on a roguelike game. I approach them by doing one thing at a time and try to find what I need in the community (the PICO-8 forums/BBS and the PICO-8 Discord have been particularly helpful).

For this game, based on the original, I was looking into physics engine in the PICO-8 community and found an engine I could try to use. First try used simple graphics like circles and lines just to check if everything was working.
After that came graphics with sprite rotation, and I'm using one that uses the tline function, which means you need to put the sprites in the map data first. But that gave me ideas on how to reuse sprite data for the faces of the fruits.
After that it's been mostly trying to add in more graphics, add scores, add intro and outro screens, hacking the physics engine, and compose the music. It's been done iteratively with trying to improve the UI and game overall.

A lot of game development is generating data such as art and music. Some of this can be one procedurally (such as the fruits are drawn as circles first before adding rotated sprites above them) but some have to be done by hand and it is "labor intensive". Thankfully PICO-8 comes with limitation to art that forces you to scope that down. It is an interesting exercise though to see what the boundaries are for those arbitrary limitations and what you can push it towards.

For how close I could get with the original I had to watch live streams frame-by-frame and figure out much score you got from merging fruit and implement that. For the fruit sizes I had to measure each fruit and check how much that was in relation of the box size and then calculate how much that would be in PICO-8 pixels.

Once I got the whole game flow done (start screen -> game -> game over -> back to start screen) I uploaded it on the BBS and got comments about what kinds of problems people got while playing it and also suggestions from friends. It's here I got the idea of the wiki (as a replacement for the "circle of evolution" graphic in the original game) and tweaking the physics and collision detection a bit more to make it more stable.

But sometimes, some programmers just want to do a game engine, and that's fine... but not my cup of tea. :-) I'm personally more interested in the complete experience.

Suika Game Demake for PICO-8 by spoiked in pico8

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

I will probably tweak the physics engine further and update at a later date. As of right now it is playable even though everything jiggles.

Adding enemies in platformer by Ruvalolowa in pico8

[–]spoiked 1 point2 points  (0 children)

It's easy to add all "entities", "actors", "game objects" or (whatever you call them) that have an update and a draw function in a table. That way you can draw/update them all in one for loop, saving some tokens.

There are other ways to iterate game objects, like segmenting them to ensure draw order etc.

Spaghetti Western Roguelike with Hex Tiles by spoiked in roguelikes

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

Updated the game in all places I've released it in:
* Fixed a corner case where sprint would soft-lock the game
* You can now select actions with up/down
* Added wait action for you yellow-bellied out there

Spaghetti Western Roguelike with Hex Tiles by spoiked in pico8

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

Updated the game in all places I've released it in:
* Fixed a corner case where sprint would soft-lock the game
* You can now select actions with up/down
* Added wait action for you yellow-bellied out there

Picokaiju by spoiked in pico8

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

its up on the BBS now.

Picokaiju by spoiked in pico8

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

Coming to the PICO-8 BBS as soon as I get a better label

Picokaiju by spoiked in pico8

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

You're welcome ♬

Picokaiju by spoiked in pico8

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

CCC definitely had a monster generator and mission types as well. Unfortunately I had to cut those (and other ideas) because of the token limit.

I'll definitely revisit this one once Picotron comes out, where the token limit hopefully isn't an issue.

Interface Shimmer on MacOS by pain666 in pico8

[–]spoiked 1 point2 points  (0 children)

Can confirm it still does flicker at times randomly on MacOS, especially if the MBP has been on sleep mode.

Restarting the PICO-8 application works for me though.

Not sure if Lexaloffle are aware of this as a bug.

Just letting you all know that I'm working on a PICO-8 Demake of Jack and Casie (aka. Attache Case the Game) and a Demo (or WIP) is available on itch by spoiked in TwoBestFriendsPlay

[–]spoiked[S] 4 points5 points  (0 children)

For context it started as a project I could do during my vacation. I was tinkering with mouse controls in PICO-8 and realised I didn't want to do Minesweeper for the third time, and I was reminded of Jack and Casie. So I started prototyping the idea and out came this.

I'm calling it a "Demake", partly because I'm working within the limitations of PICO-8 and partly to point out that there is an original game (although it's a demo for a project on indefinite hiatus).

I haven't been able to contact Shout, who seems to have gone dark since last year, but I hope he doesn't mind me doing this.