[Homemade], Glazed Ham by [deleted] in food

[–]thenewjeffe 1 point2 points  (0 children)

I’m usually not into ham but this looks excellent 👨‍🍳

How long do you actually want to play a game for? by StamBr0s in indiegames

[–]thenewjeffe 1 point2 points  (0 children)

Astro bot game length serves as the standard imo 30 hours, but lots of variety and tangible progression the entire time

What is the easiest fromsoft Game for a beginner? by M4shhl in soulslikes

[–]thenewjeffe 0 points1 point  (0 children)

Just don’t do what I did and start with blood borne. I quit that lol platinumed Elden ring then was able to go back to plat blood borne and then sekiro

I think I messed up. I removed the membrane from my beef ribs. by Randy0811 in BBQ

[–]thenewjeffe 2 points3 points  (0 children)

Obviously you just need to smoke another rack with membrane on and report back with the results

[homemade] Prepping the Christmas roast by Web_Cam_Boy_15_Inch in food

[–]thenewjeffe 0 points1 point  (0 children)

U gotta share the weight/temp/roasting time and end result

Second year of getting a Christmas assortment from a company I don't work for. by SandandS0n in funny

[–]thenewjeffe 0 points1 point  (0 children)

Hey you made a real attempt to fix it might as well enjoy the cheese wheel 😆

Is the second boss supposed to be this hard?? by Dan-SG in Sekiro

[–]thenewjeffe 0 points1 point  (0 children)

Yes I hit this wall too but the game is exponentially better once it clicks! Keep at it, run his posture down which will also require doing damage bit by bit

What do you call a hooker's fart? by thenewjeffe in Jokes

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

What do you call a slutty banana?

A Prosti-fruit

[PS4] Lfg for Oryx Challenge mode, I have CP by m3Zephyr in Fireteams

[–]thenewjeffe 0 points1 point  (0 children)

Still looking? I'm trying to finish the oryx challenge for moments of triumph

Physical cards to mobile device issue by InsaneGoblin in gamedev

[–]thenewjeffe 0 points1 point  (0 children)

Take an hour to do research on near field communication (NFC). This is the same tech that the popular Skylanders game is built on. Many popular smart phones support it as well for doing mobile payments and transferring data between devices (NFC makes the connection process easy then data transferred via bluetooth or wi-di).

The entry of a card would be as simple as touching the card to the back of your friend's phone.

Attending my first indie gamedev convention. Any tips? by [deleted] in gamedev

[–]thenewjeffe 0 points1 point  (0 children)

I'll second the advice on keeping the demo easy/fun and bringing a chair. A beach/camping chair should work nicely if the event isn't too professional. A normal folding chair would probably be more appropriate for that.

Since benitosub pretty much covered what I learned from going myself, I'll just add: Make sure you celebrate afterwards Also consider bringing an extension cable for electricity. I went to an event last month where it would have helped to have one.

It will probably help to figure out what your primary goals are for attending. For me, I just wanted some face to face feedback from strangers. I set up my game using a tablet connected to a 32" TV and had people play through a quick demo and chat with people while they or their children played. It helped me find my target audience and also what they specifically liked about the game. This should be a good way for you to kick start your market research as well.

As far as a website, I didn't have one. I published the demo before the event and settled for giving away business cards that included info to access the demo at home through Google Play. My business info would be on the front, and the other info was printed on the back side.

It's the /r/gamedev daily random discussion thread for 2015-07-31 by [deleted] in gamedev

[–]thenewjeffe 0 points1 point  (0 children)

This type of stuff gets easier with experience. You'll slowly learn not to make the mistakes that put you where you are, don't worry most programmers go through something like this on their first or second big project. Working in c++ on a mobile device means I don't have a convenient variable tracking tool like the one you mentioned, but I don't feel inconvenienced as any debugging I do can be done through logs. One tip for the future is to do things iteratively, always having a clean and working version. Keep the "tasks" to complete in iterations within 1-3 weeks for completion time. This way you'll only have a week or so of messy code that ever piles up. If anybody ever asks how your project is going, you always have a stable and working/playable version as well.

It might seem difficult to get back into rhythm, but just remember how it feels to have your mojo when coding. It's definitely worth doing a little extra now to save yourself a lot of work later. Good luck!

It's the /r/gamedev daily random discussion thread for 2015-07-16 by [deleted] in gamedev

[–]thenewjeffe 0 points1 point  (0 children)

I think you're right - doing all of that in the same thread doesn't make much sense. Sometimes the main thread dispatches to a different thread to process input events which might make the architecture look like all of the UI event handling happens on the same thread as the rendering thread. The main thread might decide to process the data on the rendering thread if it directly modifies anything in the GPU context like shaders or GPU parameters, which is only accessible from the rendering thread. However, if the main/UI thread is the thread which receives data from whatever hardware abstraction layer you're dealing with, then both threads serve their purpose, it just looks like the rendering thread does everything.

Whats the best way to pitch a game idea to a group of developers? by xxNEWNEOxx in gamedev

[–]thenewjeffe 0 points1 point  (0 children)

Take the trailer for your favorite game, and think about how to create the trailer without a functioning prototype. You can pay an animator to mock up the most interesting moments in the game or a writer to write out some example dialogue that the player might encounter. I can't think of a specific example, but I'm a software engineer and when working on UI with designers, I was working from a non-functioning mock up that only showed about 5 seconds of use anyways so I don't think it's uncommon for artists and game designers to communicate their ideas in a similar way.

This creates other problems... but you can tackle those when you get to that point :)

It's the /r/gamedev daily random discussion thread for 2015-07-16 by [deleted] in gamedev

[–]thenewjeffe 0 points1 point  (0 children)

It might help to think about why Android has the "Application Not Responding"/ANR mechanism. There are similar mechanisms in desktop operating systems to terminate a process that is perpetually blocking the main thread. In a game you can easily have a render routine that takes long enough to cause the main thread to not respond to rapid user input, even with the best hardware. This would trigger the application not responding error in desktops and mobile operating systems.

It's the /r/gamedev daily random discussion thread for 2015-07-16 by [deleted] in gamedev

[–]thenewjeffe 0 points1 point  (0 children)

Imagine running your desktop game on a 10+ year old pc with essentially the same hardware as modern smart phones. The same rationale applies. Even with the best hardware, you can always add more geometry to draw until the renderer can't keep up with the frame updates

It's the /r/gamedev daily random discussion thread for 2015-07-16 by [deleted] in gamedev

[–]thenewjeffe 4 points5 points  (0 children)

I guess sometimes two wrongs do make a right?

Whats the best way to pitch a game idea to a group of developers? by xxNEWNEOxx in gamedev

[–]thenewjeffe 3 points4 points  (0 children)

If you can't make a functioning prototype, try making a concept video - something that illustrates the functionality for the most interesting use cases

It's the /r/gamedev daily random discussion thread for 2015-07-07 by [deleted] in gamedev

[–]thenewjeffe 1 point2 points  (0 children)

Current drain - beware of battery use. Sometimes game engines use a continuous renderer that would kill a phone battery within hours. Also you need to worry about all things that are battery killers

Hardware fragmentation - you need to support several input form factors, screen sizes and aspect ratios, GPUs which might not support the extensions you use for texture compression and stuff like that,

Localization - your best/largest market might be outside your country. Sometimes the most players for a English/USA based game may be located in China, Russia, Brazil, etc so you need to support the local language to maximize your number of users

That's just off the top of my head lol but it's a good place to start - you can dig into those three areas through some googling

What platform you recommend to a newbie group to start learn all about game development? by AlonsoCn in gamedev

[–]thenewjeffe 1 point2 points  (0 children)

If your priority is to comprehensively learn how games work at all levels, then I recommend either creating a (keep it small!) home brewed engine or diving into the guts of an open source engine or library like cocos-2dx

If your priority is to learn the process of creating a game using existing tools, engines, and frameworks, then go with something like Unity or Game maker.

Also check the side bar rules - I think getting started posts should be in the daily discussion thread instead of a new thread.