HN user

joemanaco

1,083 karma

I make games: https://www.asylumsquare.com

Posts44
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github.com 3mo ago

Show HN: Bullseye2D – A Dart library for cross-platform 2D games

joemanaco
4pts2
nanochess.org 1y ago

IntyBASIC: A Basic Compiler for Intellivision

joemanaco
34pts4
bullseye2d.org 1y ago

Show HN: I made a 2D game engine in Dart

joemanaco
98pts39
joemanaco.itch.io 1y ago

Show HN: Soko64 – A Low-Res Sokoban Game Built in 24 Hours with Dart

joemanaco
1pts0
asylumsquare.com 1y ago

I deleted my social media accounts

joemanaco
400pts481
joemanaco.itch.io 2y ago

Show HN: My game entry for the 48-hour global game jam

joemanaco
2pts0
scenecity.tv 3y ago

Revision 2023: Livestream

joemanaco
1pts0
store.steampowered.com 3y ago

Show HN: I revived a game I abandoned 5yo ago and released it for free today

joemanaco
55pts26
www.youtube.com 3y ago

The Origin of the Roblox “Oof” Sound

joemanaco
1pts0
bitbucket.org 3y ago

Eye of the Beholder: C64 Port

joemanaco
117pts37
news.ycombinator.com 3y ago

Ask HN: Publish old projects even though the source code embarrasses you by now?

joemanaco
95pts71
twitter.com 4y ago

Copilot sells code other people wrote

joemanaco
713pts815
blat-blatnik.github.io 4y ago

Making an Accurate Sleep() Function

joemanaco
61pts51
itch.io 4y ago

Bundle for Ukraine offers more than 500 games for $10

joemanaco
2pts0
asylumsquare.com 4y ago

Show HN: How I completed a project I abandoned 5 years ago

joemanaco
2pts3
www.aftau.org 5y ago

LED lights found to kill coronavirus

joemanaco
4pts0
www.youtube.com 5y ago

Laser Harp Live Performance

joemanaco
1pts0
twitter.com 5y ago

Keep your build times as low as possible

joemanaco
1pts0
www.youtube.com 5y ago

Gamedev Tips for New and Aspiring Game Developers

joemanaco
2pts0
twitter.com 5y ago

Software quality/delay problems are coming from one source: constant changes

joemanaco
11pts1
news.ycombinator.com 5y ago

Ask HN: Why does my newsletter get so many spam sign ups?

joemanaco
3pts5
news.ycombinator.com 7y ago

Ask HN: What's the most frustrating thing about Software/Web Development?

joemanaco
8pts10
joemanaco.itch.io 7y ago

Show HN: A game I made in 48 hours

joemanaco
85pts61
twitter.com 7y ago

Controversial thoughts from Coder with 20 years experience

joemanaco
3pts0
news.ycombinator.com 7y ago

Someone hacked my Google play account

joemanaco
1pts0
www.asylumsquare.com 8y ago

My game development diary

joemanaco
1pts0
news.ycombinator.com 8y ago

I'm developing a game and it burned itself into my display

joemanaco
3pts5
www.gamasutra.com 8y ago

Camera Logic in a 2D Platformer

joemanaco
46pts8
www.youtube.com 9y ago

A radical new way to create web apps (Demo)

joemanaco
2pts0
mollyrocket.com 9y ago

Advices if you want to switch your career to software development

joemanaco
1pts0

I don't have looked into Flame too much, but I would say the main difference is that Flame builds on top of Flutter while right now Bullseye2D only builds on the web package.

Flame offers more out-of-the-box features, while with Bullseye2D you have to build many things yourself, but it doesn't force you into a predefined structure as much. The API is more prodcedural style, making it relatively quick to learen in its entirety, without too much "magic" happening under the hood.

I think for most people Flame would be the better choice (it is also been around longer, which means better support...), however, I really love extremly simple approaches. I also believe it has advantages when you tailor your systems and architecture to your own requirements. Lots of stuff in 2D Game Development is also extremly simple (so often having to deal with a complex physics module or rendering pipeline or entity component system is contraproductive).

Yes, maybe it's a stupid thing to say. My thought was that the simplicity of the API takes out a lot of the complexity of it compared to engines with complex structures, entity hierarchies, event systems and features that need to fit a wide range of genres. Especially if you want to make something simple or just a prototype.

I ported this game from the Book "Code The Classics" which was written in Python/PyGame. It should be relativley easy to add mobile touch inputs to it, but I didn't have time for that yet.

This is not only an Apple problem. Most software developed today is in a terrible state. What boggles me the most is that how users are immune against it - it's so normal that software doesn't work or has bugs that most users don't even get upset - it's just the way it is. It's software - what can you do? :(

Yes, that's right. But social media platforms always tend to have something new on it each time you check them, which creates a strong incentive to check them even more often. News sites, for example, on the other hand, don’t use algorithms that encourage doom scrolling and keep you engaged far longer than you intended.

It’s not clear, yes: I think they have way too much power in the wrong hands. Now, hypothetically speaking: If they were to lose most of their users, they would lose their power. So, in one way or another, everyone supporting those platforms (by using them) is part of the problem - and that would be the reason to stop using them (again, I know this is quite hypothetically).

I think it should be DRM free (at least I haven't opted in anywhere for it on the Steam Backend). I might consider to upload it to itch.io as well when I find some time.

I also thought about if I should offer it as Download on my website, but I don't know if anyone on PC nowadays still would install games via an unknown website :-)

When I had it nearly finished I asked an artist if he could do a mock up. I liked it so much that I thought "Cool, I'll let him remake all the graphics quickly and release it then".

Then when I replaced the graphics I continously added new features as well and a popular video game musician (Chris Hülsbeck) joined the project. Now with so much talent working for the project I felt like the gamedesign wasn't a good match for it anymore, so I basically started over (I thought about this for a month or two, then finally throw away all source code and restarted without realizing that I have basically threw a nearly finished game away). This sounds pretty dumb in retrospective, but back then I just didn't saw it.

When I was looking for remote contract work as a freelancer a few years ago, I had the problem that most of the offers I found online were through HR agencies. This was pretty frustrating because the people I talked to weren't part of the company who were looking for people and often didn't have any technical knowledge, so they were just checking resumes for matching keywords. They also wanted ~15% commission for life (!!), which felt like a big rip-off.

So I changed my strategy. I searched for companies I found interesting that were looking for permanent employees. And I approached them with my resume and a nice mail that I wanted to work as a freelancer, not an employee, and offered to meet - even if they weren't interested in freelancers. Simply to get to know each other.

In the weeks that followed, I had many meetings and found some very good companies to freelance for over the years.

Of course, this might not work for larger companies because the HR department doesn't have the power to decide whether to work with a freelancer or not. But I found it very satisfying to work with smaller companies, and it also resulted in some friendships/contacts that went beyond the collaboration.

(Note: As of today I no longer doing contract work because I started to work full time on my own projects)

I didn't know Rastan at all. It's kind of crazy, you always think you know all the games from that time and yet you stumble across one every now and then where you think, that would have been my thing back then :)

I'm developing a retro video game called Tiny Thor.

I'm working on it on and off since 2012, but now working fulltime on it since last year.

The game has art by Henk Nieborg and music by Chris Hülsbeck. They are two heroes of my youth, so this is really an absolute dream come true for me.

The player’s main weapon is Mjölnir – a magic hammer – that bounces off enemies and walls. So the player has to carefully aim and use the environment to do bouncy trick shots to defeat enemies or solve physic-based puzzles. This leads to all kinds of crazy and funny situations.

Some WIP Video: https://www.youtube.com/watch?v=TWTpi3D4IFA

Infos: https://asylumsquare.com/games/tiny-thor

I run my company in a similar way. It's myself, three employees and a bunch of contractors. ( https://asylumsquare.com/team )

We have an office, but everyone can work from where-ever he wants to (actually the freelancers are from all around the world). Since Covid hit we're operating 100% remote before most of the time we worked with 2 people in the office the rest of us remotely.

Everyone works as much or less as he wants, can take days off whenever he feels like.

We do have voice calls from time to time when it's appropriate, but in 99.9% only two people are involved and it usually happens when we have the feeling it would clarify faster as by asynchronous chat (for example when screen share is involved to demonstrate something). Actually I wouldn't even call it meetings because we mostly don't even setup a schedule, it just naturally happens (for example chatting about a specific topic, then deciding a call would be easier / faster).

It works well for us, but I think it would be a lot harder if we were more people as we don't have anyone who organizes or manages the project and the people.

Ah ok, I see. I have a "confirmation-thank-you" page, but it's behind a one time token that is only in the email and only valid for 48 hours. And once it's validated the token is no longer valid, so there is no way to get further information.

Once confirmed there is no other public page or anything to get a hint if the email got validated or not.