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InitialsDiceBearhttps://github.com/dicebear/dicebearhttps://creativecommons.org/publicdomain/zero/1.0/„Initials” (https://github.com/dicebear/dicebear) by „DiceBear”, licensed under „CC0 1.0” (https://creativecommons.org/publicdomain/zero/1.0/)A
Posts
4
Comments
164
Joined
3 yr. ago

  • Sure would be a shame of Bobby tables made a ring acct

  • Instructions unclear dick caught in ceiling fan

  • Rm stands for remove

    -fr stands for the French language

    / stands for your entire system

    Don’t trust random internet strangers either

  • No they’re consolidating their adware

  • This is a birb

  • Yea but torrents are sketch. Everyone knows that’s how you get malware

  • Imma be blunt. Maybe your attitude is contributing to the ‘Several degrees of idiocy at work’

    Dudes tryin to be helpful with beginner tips and you jump down his throat. The irony of you saying crud isn’t trivial 😂

  • I have a factorio comic/vid idea I’ve been kicking around in my brain forever. Kinda made a story board of it but realized idk how to make story boards. Or how to tell stories, or how to make comics or animate things lol So if it’s ever gonna get finished it’s probably gonna be some shitty napkin comic 😂

  • I’m also in the learning how to make games path. So far I’ve learned you want to:

    1. Write idea down on paper. There’s something magic that happens with physical paper. Can move to digital later. What’s the game loop? How do you win/lose? This becomes the start of your game document
    2. Prototype in game engine of choice. Speed above all else. Don’t make it pretty make it functional. Make it feel good to play.
    3. Vet the idea. Playtest the game with friends, family, randos. Watch them play, only explain what they need to know to test what you’re interested in. Sit back, watch and take notes. Do they find it fun? What do they think is cool about it? What’s frustrating them? Focus on the fun parts. Maybe the idea is a dud. Don’t be afraid to scrap it and move on to another. Some bad ideas can be salvaged. If people find some part of the game really cool take that an run with it. This process will likely take many iterations to find a good idea.
    4. Once you have your idea nailed down that’s when real development starts. Plan plan plan. Write everything down on paper first. Analyze your prototype and plan out all the systems the game will need and how it’ll be architect. Then scrap the prototype and build a vertical slice polished game demo.
    5. This is getting really long but from there you can get funding or just throw that up on steam to start generating wishlists while you build the full game.

    A lot easier said than done! But thanks for coming to my Ted talk

  • Ah back to the good ole days

  • Such as…?

  • I would 1000% become dumb as a rock with someone watching me not to mention in a high risk setting such as an interview

  • I read this as closeted gay man coping with his trans boyfriend

  • This makes owning a pet sound inhumane

    • Never use an electronic password manager, use index cards and an art quality graphite pencil instead

    Can you elaborate on this? I thought keeping passwords written down near computer is big security no no?

  • I have a switch is it still worth it to pick up steam deck? Tbf I don’t really use the switch all that often mainly game on pc

  • The same way that the Ukraine war could be bloodless if Ukrainians allowed it to be? Absurd 🙄