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It’s funny, I had the same experience, and my stepdad told me recently that they close to buying me one, and eventually decided to just do a full upgrade of our machine instead. I’m definitely thankful we got a brand new machine instead.

Show HN: 18 Words 14 days ago

Complete gut reaction to your first question, my preference would be two fold: 1. An option to start the game in timeless mode 2. When I fail a word, prior to showing me the word, give me the option to enter timeless mode for the rest of the run, such that it doesn't ruin the current round, and that run is now excluded

As for the second, that's more suggestive and I don't care as much either way. Personally me for me I've just been going down the archive trying each day. I enjoy competitive games, so once I miss a word I don't have much interest in continuing on.

The AirPods Effect 1 month ago

In high school and college I worked at a Christmas tree farm, and eventually was also a landscaper/hardscaper, caring for, digging up and planting trees, and building retaining walls and patios. At the time it made for good motivation to keep doing well in school, as the hours were long, and while easy for a fit 18-22 year old, definitely back breaking kind of stuff.

However, looking back on it I miss those weeks and months on end of having 6+ hours a day to be outside, working my body, but doing tasks that let my mind wander all over. No doubt those years of daydreaming helped me become the person I am today, and everybody has to grow up at some point, but I do wish I could get more of that back into my daily life. In fact, I think a large part of my current path towards early retirement is just to have that sort of time back.

The emergent behavior is very much our end goal, it’s the reason everything is very systems oriented, and we’re trying to put as much control in the players hands as possible. One of our biggest remaining efforts is adding the depth to the villagers under the hood, and integrating tons of little animations and interactions, but we’re confident on the vision!

Targeting (and wishlist-able now!) Steam first, with development actively happening on Windows, Mac, Linux and the Steam Deck. Closely followed by mobile, where I’ve currently got iOS builds working for a proof of concept, just not proper controls. After that we’d love to target consoles.

It’s such an untapped domain, and despite the consoles being more tightly integrated this generation, we’re still mostly using the horsepower for traditional AAA realism-focused graphics, as opposed to this whole new world of computation available.

Edit: Also, thank you! The game has evolved a ton over the last year and is really coming into its own stylistically, bit by bit.

Two months ago I went full time on my indie game after just under a year and a half of part time work. I’ve been prototyping in Godot for about 6 years now, and finally had a game that my business partner and I were really interested in and felt matched the current market desires. It’s cozy world builder, drawing inspiration for Sim City, Rollercoaster Tycoon, The Sims, with an aesthetic influence of Stardew Valley, Animal Crossing, and the like.

This was very much a passion project and an idea I’ve wanted to see alive for decades, and also let me explore some tech I wanted to get deeper on. I’m bullish on the the tighter integration of CPUs, GPU style cores, and shared memory. Our game, LocoMo, relies heavily of GPU processing of entities under the hood.

You can see me do a walkthrough of the current state of the game here: https://youtu.be/NbB0DCX8Pis?is=vGEw5oTMu_W9f-zT

Because I don’t believe 50% gross margins at face value, as being discussed in this thread I think the economics of all of these things are far more complex than that.

For what it’s worth, I haven’t staked my investment portfolio on there being a bubble, I’m just preparing for the worst and doing as much work as I can with Claude before a potential massive rug pull happens.

I’ve been a copilot and ChatGPT subscriber for probably close to two years now, give or take a couple of months, and I had a trusted friend telling me for months to give Claude a try.

It took about two weeks of really running it through its paces, and constantly slamming against the limit on it to convince me I had to upgrade to at least the 100/month sub, and at this point I wouldn’t blink to bump that to the 200/month if necessary.

I 100% believe we’re in a bubble, and that this level of compute isn’t sustainable at this price point, but for as long as I have it, I’m going to run it at the redline.

I’m a solo dev working on a project that I’ve just gone full-time on, after about 1.5 years of part time work. It’s a codebase that I laid the groundwork in, and has very well established systems, standards, and constraints.

The work I’m using Claude to do is the exact work I would be doing myself, but it does it at somewhere in the neighborhood of 5-10x the pace I could have. I don’t know that I could get the same rate of production if I managed a team of 2-3 programmers. Right now, it’s literally almost perfect at taking my iterative suggestions, and implementing them at that accelerated pace.

Honestly the hardest part is dealing with the fact that at the end of the day, I have to understand this codebase perfectly (solo dev and all that), so I have to take in changes to it that are also 5-10x the rate my normal intuition would. But, again, the plus side is that it’s implementing them essentially exactly as I would have, as it has ~20k lines of code that I wrote to use as an example.

If I were to hire even one other programmer, I’d be paying well north of 5k/month, and I’d not only be managing a super computer programmer tool, but an actual human being as well. $100/month might as well be free comparatively.

I'm not sure I've ever read something from someone so high up in a company that gave me such a strong feeling for "I'd like to work for these people". If job posts could be so informal and open ended, this post could serve as one in the form of a personality fit litmus test.

Once I gave this sometime I actually enjoyed the concept quite a bit. I think it's a novel twist on the bullet hell genre, and I'm a sucker for single button/input style games. I'm playing on a mouse, specifically a Logitech G502 that I can "unlock" the screen wheel to be almost frictionless, which to me feels like the right meta for a game like this.

Couple constructive criticisms:

- Is there a pause button that I'm missing? If not, add one, I want to actually play this more but I need to be able to take breaks

- The beginning is too easy. I'm biased as I like difficult games that encourage mastery, but I found myself dying early on runs because I was getting impatient with how slow the early progression is

- I haven't played enough yet to know whether monsters eventually come from the top, but eventually they should, it would greatly increase the difficulty curve - Hitboxes feel a little meh, and don't seem to match the sprites

- If there's sound, it wasn't working for me, which leads to...

- Pump up the juice. You've got a great core loop, but you need the juice. One of my favorite game dev talks of all time would be perfect for you to watch and iterate with (https://www.youtube.com/watch?v=AJdEqssNZ-U)

- Monster diversity. Again, maybe I didn't play long enough yet to get to newer monsters, but from what I can tell the only diversity is their looks, health, and approach angle. Monsters that are faster and incentivize different movement, or that shoot back at you, or blow up after shooting so you have to avoid, etc.

I'll stop there, don't want an absolute laundry list. Keep at it, you've got a unique foundation, it'd be a shame not to polish it up!

Frustrated by the constant intrusions of child care and housework — “the back half of life,” as she called it — on her creative ambitions, she resolved to simply turn the work into her creative product. “Clean your desk, wash the dishes, clean the floor, wash your clothes, wash your toes, change the baby’s diaper, finish the report, correct the typos, mend the fence,” she wrote in the treatise, which was published by Artforum in 1971. “Clear the table, call him again, flush the toilet, stay young.”

There's more here than just the sanitation narrative, she's tapping into the focus Zen puts on the present, that these every day chores ARE the meditation, or in this case, the artistic expression.

I'm in the depths of optimization on a game right now, and it's interesting how the gains I'm making currently all seem to be a matter of scaling the concept of lookup tables, and using the right tool for the job.

What I mean is that traditionally I think peoples' ideas of lookup tables are things like statically baked arrays setup at compile time, or even first thing at runtime, and they never change. But if you loosen your adherence to that last idea a bit, where a lookup table can change slightly over time, you can get a ton of mileage out of a comparatively small amount of memory compared to wasting cycles every frame.

As for the right tool for the job, I've read tons of dev logs and research papers over the years about moving work to the GPU, but this last few months stint of ripping my game inside out has really made me see the light. It's not just lookup tables built at compile or early runtime, but lookup tables modified slightly over time, and sent to the GPU as textures and used there.

Follow this train of thought long enough, and now we're just calling memory writes and reads "lookup tables" when they aren't really that anymore, but whos to say where the barrier really lies?

MacBook Air M4 1 year ago

This mimics my experience. I bought the absolute bottom barrel M1 when they launched to replace my 2014 MBP, 8gb RAM and 128gb of space. The HD space is annoying, but otherwise this machine is untouchable. I do game dev work bouncing between the MBA and my gaming rig, which is Ryzen 7 2700, 64gb RAM and a 3070, and with certain benchmarks, the MBA still wins, silently, on battery for hours. Still blows my mind.

Is there a reasonable pivot for someone well versed in the software engineering space to get in, or is it still the playground of relevant Ph.Ds and the like? I've been up and down the stack from firmware to the cloud, going on 14 years in the industry, have a Master's in CS, am the technical lead for a team, yada yada, but have been flirting with the idea of getting out of standard product development and back into the nitty gritty of the space I first pursued during undergrad.

The comments here are pretty funny, and do almost nothing for me more so than highlight the subjectivity of musical taste. I'd never claim to be an authority on music, but as the child of a professional musician and with chops of my own that I'd describe as "good enough to entertain myself and others at times", I love so many of the songs people are ragging on here, "We Built This City" included. Sure, there's plenty of stuff that I don't go out of my way to listen to, and again, subjective, but man, fluffy pop? Corny Christmas Music? Lewd Comedies/Parodies? It's all got it's time and place.

But that's just like, my opinion, man.

I've read so many flavors of this sort of exploit analysis over the years, and if I get to read 100 more I'll be all the happier for it.

Great article!

I went down this path and tried various vertical mice, and settled on the MX V for a few months in the pursuit of reducing wrist pain. After about 4-5 months or so, I started getting strong wrist pain again, and switch backed to a standard mouse. At that point I started looking elsewhere, specifically on strengthening my wrists and joints. I've been doing this about 5 times a week for probably 5 months now, and most of my mouse hand wrist pain has subsided: https://www.youtube.com/watch?v=iVum3vWlh4Q

"software that sparks joy"

I too put Aesprite in this category, but the big one for me is Godot. After years of from-scratch OpenGl projects and dabbling with Unity, I leaned into Godot 100% around 2020, and ever since it has been my #1 joy-sparking piece of software.

I had the same feeling, and I think along with what the other commenters have said, the bit rate of the image contributes to it as well, you can see the grain in the light background where it doesn’t have the practically infinite color spectrum to work with and you get the color dithering effect instead.

Honestly, I want to say it was your twitter ads that caught me? I'm pretty entrenched in the indie scene on twitter, so it was either an ad or just a post that got in front of me.

It's funny how divisive the graphics for Factorio tend to be. As someone who was a kid in that "golden age" of mid/late 90s isometric sprite based PC games, not only does the game have a nostalgic charm to it, but there's something about the the expressivity that the mostly-2D gamespace creates that makes it far more visually interesting than most AAA 3D games. A dense factory (and especially some of the animated gifs in the blog post) always feels alive in a way most game worlds never manage to touch.

Hey, have had your game wishlisted for a while, and as a programmer/Factorio player/"guy who grew up with a pappy that had an awesome model train setup and took me all over to model train meccas", I just want you to know that I think you're filling a niche and expanding the genre in a very meaningful way!

Chin up, and good luck with launch!