@russmatney@programming.dev
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russmatney

@russmatney@programming.dev

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russmatney,
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Interesting idea! I appreciate the org/plaintext driven approach, not that different from wm config bindings.

I like the idea of behavior (in this case keybindings) updating from documentation/data changes without needing to edit the code, tho there are tradeoffs and added complexities to mitigate

russmatney,
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Excellent! Let me know what you think or if you have any ideas - it’s easy to add more types, I’ve only been minimal so far. Vector3s come to mind…

russmatney,
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https://programming.dev/pictrs/image/af951d70-90a3-4cf8-a6f7-da269f751c42.png

Not a game, but a tiny godot addon I’m working on, a dev-focused pretty printer for making your logs more readable.

I’m liking this as a logo so far!

Hopefully coming to the godot asset store this month!

Screenshot is via Pixaki on an ipad: pixaki.com

Complete all in one place ROFI comfigurations?

I saw some screenshots from people using ROFI with something like tabs to change from the apps selector to the power menu, to the clipboard, to you name it menu. Here is an example. Would you share some more configurations like this one? I really like the idea of having all the menus at the same place with just one key binding....

russmatney,
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There are a few collections around like: github.com/adi1090x/rofi

These things tend to imply dependencies for how they’re implemented plus whatever they are integrating. The UX is definitely the right one tho! Rofi is great for working on custom dev tools - you can pass lines in as stdin, it sends back the selected item on stdout, then you exec the matching output command.

I started a project called ‘ralphie’ to do this with babashka a couple years ago, but later i absorbed that into a monorepo called clawe - you can see the rofi namespace here: github.com/russmatney/clawe/blob/…/rofi.clj#L146-…

russmatney,
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I’ll warn that it’s a bit of a mess in there! I use it daily on my machines, but i feel it’s not super approachable yet. But feel free to grab ideas or ask any questions, it has some cool features!

russmatney,
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A steam link would be nice!

store.steampowered.com/app/2779710/Dot_Hop/

Got dropped b/c i also included the image, i think [update: realized can edit the original post, so the link is in there now]

russmatney,
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Thanks! I’m hopeful it helps folks as an example godot game. Not that my way is the best, but it’s working for me, so feel free to borrow some patterns!

russmatney,
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Excellent! Let me know if you have any questions!

I’m working on some devlogs that will share parts of the implementation - I’m happy to dig into whatever directions are useful

russmatney,
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This template might also be useful: github.com/bitbrain/godot-gamejam - e.g. i read through the savegame stuff before implementing it in my own game.

I saw another template the other day… and my last/next project “dino” is available as well, though it’s pretty crazy in there right now: github.com/russmatney/dino - i hope to whip this one into shape by june 1st!

russmatney, (edited )
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[edit: sorry, this whole answer I thought the question was asking about Dot Hop, not Dino! Re: Dino, I’d started the project much earlier, but paused development on it at the beginning of this year to pursue Dot Hop first (much smaller scope). I’m moving back to Dino now that Dot Hop is released, targeting a launch before June!]

Yeah, Steam charges $100 per title - if you earn enough (some high number, maybe 1000?), they give that 100 back, but I’m not necessarily counting on that (not soon, anyway). My goal is make enough money to keep doing game dev full time - i’m hopeful to make it work across steam/itch/patreon/other stores. (Hopefully Dot Hop mobile/Switch releases later this year!). To me the dream is to make enough money to make the rent and make the next game.

But! There are definitely other less-directly-monetary reasons for the release:

  • getting exposure and feedback from more people will help me improve as a game dev/designer (this might be the biggest reason, really - I don’t expect commercial success from my first game, so instead it’s about all the intrinsic value I can get out of it - experience, motivation, validation, learning all the annoying marketing/steam/etc overhead)
  • having a deadline and ‘proper’ release definitely motivated me to raise the quality bar of my work (before this I was submitting scrappy games to game jams)
  • regardless of the project’s monetary success, it’s now a useful portfolio piece for future game dev teams/interviews, which I might need if/when the solodev thing isn’t enough

In general I’m intending to get multiple quality games into “stores” as soon as possible (hopefully this year), and then decide what to do next - I think the experience along the way is the best thing for my growth and will inform the next move (some larger game, find/build a team to work with, start applying for studios, etc)

russmatney,
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Another much shorter answer is, once you pay the steam fee, you can easily play your game on the Steam Deck, so it helps a ton for playtesting (both myself and putting the games in people’s hands).

And otherwise, the Dino page is up now in the hopes of starting to collect wishlists sooner than later.

russmatney,
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Thanks much!!

russmatney,
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I added a more celebratory new-puzzle-set-unlocked screen to Dot Hop yesterday: https://programming.dev/pictrs/image/49aec1f7-6ec5-4130-a2fe-f5cee1a12c0f.png

Dot Hop is launching March 1st (next Friday)! Originally prototyped as Flower Eater in the Fediverse Summer Jam - now re-implemented in Godot, with ~50 more puzzles (and many more to come!)

Check it out on steam and on github, or watch a short devlog about it on youtube

russmatney,
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Thank you, I’m glad you like it! I like pixel art b/c it’s so constrained, so it helps me relax and just fit whatever i can in the space. Hope you like the game!

russmatney,
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I’m going to try to use both zig and gerbil. Usually i use clojure, so might fallback to that as well. I started doing puzzles from 2015 this week, and that’s been fun so far

russmatney,
@russmatney@programming.dev avatar

Dang, haven’t heard of this, looks pretty cool!

russmatney,
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I’m going for zig and gerbil this year! Love AOC for learning new langs a day at a time :)

Godot 4: Shader libraries and polar coordinates (tutorial) (www.youtube.com)

Good morning! Or afternoon or evening, depending on where you are in the world. Did you know that Godot allows you to create libraries of functions for shaders that you can later link to your shading language script without the need to copy and paste their code every time? We’ll demonstrate this with a few simple examples, and...

russmatney,
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In fact i did not know that! Thanks for the vid, will check it out!

russmatney,
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godotwildjam.com runs every month for the last …60+ months?! Feels like a long time!

Anyway, It’s a great community of godot game devs!

russmatney,
@russmatney@programming.dev avatar

Also, g2 would be defended by the white queen after the f pawn takes the knight

russmatney,
@russmatney@programming.dev avatar

This was a cool talk on teaching programming gradually (with a lang called hedy) at last year’s strangeloop: youtu.be/fmF7HpU_-9k - might be some useful takeaways for you in there

Why would people ever choose to use chess.c*m over Lichess

Imagine for a moment that you could access any book in the world and read it on your device, and this was a service offered by the public library. The why would you give your time and money to Jeffrey Bezos and use audible for the exact same service? Is this even a choice? Can someone explain to me why anyone would use chess.c*m...

russmatney,
@russmatney@programming.dev avatar

Plus the post-gamr analysis tools are great! Tho a bit odd discovery-wise.

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