Design @owner 路 Maker of small apps 路 Investor in small companies 路 馃嚳馃嚘馃嚚馃嚘

Victoria, BC
Wife walks in and asks me why I'm laughing
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Blessed by the algo and my For You feed is almost entirely game dev again (proper games). Happy place achieved once more.
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the only sounds I need to lock in
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I'm struggling to find a good resource for sounds. I've found the Soniss packs, but I have to download hundreds to browse for sounds. There are loads of online libraries, but not sure which is best. Any suggestions welcome.
I've always been interested in game development. I started learning Unity after Firewatch came out, because I was obsessed with the game (movement, interactions, look and feel). It took days and weeks to get a basic walking/looking/interacting demo together... and that just had to be OK. That's how things used to be. Over the last ~2 weeks in my down time, I've made 5 games. These aren't the 1 shot things you see folks sharing here (those are mostly either blatant rips or not games at all). Each of my games is a concept I came up with, that has a core gameplay loop, distinct mechanics and an actual start and end. I'm modelling assets by hand in Blender, and using LLMs to hook up all of the heavy stuff - which feels like the correct approach here. I'm not just describing a game and sitting back, I'm actively shaping it through initial concept, hours of play testing and lots of failures and dead-ends. Being able to suddenly just explore a game idea has been so much fun. Also, game UI is hard af to make good. Wow.
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I don鈥檛 understand how people will time and time again willingly hand over personal information to meta.
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Henry was kind enough to give me early access to this over a month ago, and it's become my daily driver. Super cool to see just how much it's changed since the early build. Go check it out.
The first time I used a terminal was when I opened Cygwin in CS101 and typed pwd. Since then, I鈥檝e used a terminal as one of my primary work tools every day. But it wasn鈥檛 until coding agents that I wanted to change the terminal itself. I鈥檓 really excited to share my side project: Nyx Terminal. It鈥檚 built for people running lots of coding agents across many projects at once. It is a tool. It gets out of the way. It reveals itself in the details. There are many terminals. This one is mine, and now it can be yours too. nyxterm.com
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I've always been interested in game development. I started learning Unity after Firewatch came out, because I was obsessed with the game (movement, interactions, look and feel). It took days and weeks to get a basic walking/looking/interacting demo together... and that just had to be OK. That's how things used to be. Over the last ~2 weeks in my down time, I've made 5 games. These aren't the 1 shot things you see folks sharing here (those are mostly either blatant rips or not games at all). Each of my games is a concept I came up with, that has a core gameplay loop, distinct mechanics and an actual start and end. I'm modelling assets by hand in Blender, and using LLMs to hook up all of the heavy stuff - which feels like the correct approach here. I'm not just describing a game and sitting back, I'm actively shaping it through initial concept, hours of play testing and lots of failures and dead-ends. Being able to suddenly just explore a game idea has been so much fun. Also, game UI is hard af to make good. Wow.
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Chaotic new thing in the works.
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Rack up enough kills and you unlock an ultimate.
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Whenever @colderoshay posts, I listen.
been using figma motion more and more. shared this with the team last week.
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The many faces of the MiniPlayer 鈾ワ笍
some songs are timeless... 馃攰
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Adam Whitcroft retweeted
In Runner you're outrunning a nuclear cloud across a procedurally generated world. Shelters depend on you to deliver food before the cloud reaches. Along the way, you'll find fallen runners, some have items that might help you navigate the world easier.
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In Runner you're outrunning a nuclear cloud across a procedurally generated world. Shelters depend on you to deliver food before the cloud reaches. Along the way, you'll find fallen runners, some have items that might help you navigate the world easier.
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The entire game is a single 36x78 sprite sheet, a few sounds composed through a simple wave editor I've made, and a whole lot of RNG.
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Hey pssst wholesale building an existing game purely through prompting doesn't make you a game developer. You need to actually "develop" something (code, core game loop, a narrative, etc).
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"If it can be done, it will be done. The human ego and curiosity to explore are unstoppable." We absolutely should be pacing the frontier, but it would require every country and every ai lab to stop competing and start working together.
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Adam Whitcroft retweeted
Took a break from demonic spells the last few nights to build a little switching game based on my old layout. All assets are hand made in Blender (including that adorable Union Pacific GP15). Yes I think trains are cool.
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Having to go back to other models when you鈥檝e used your astra weekly limit.
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Took a break from demonic spells the last few nights to build a little switching game based on my old layout. All assets are hand made in Blender (including that adorable Union Pacific GP15). Yes I think trains are cool.
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Lots of little details, like warehouse doors only open for matching carts that are full. Jiggle physics when coupling and uncoupling, real-time shadows. The controller keys are tappable, or move if you hit the matching key on the keyboard. It's simple, delightful, meditative.
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If you're mean to my game, this is who you're being mean to.
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