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squabbler
@squabbler.me
👨‍💻 Web Engineer
🧩 Occasional game developer
🕹️ Best mix-up blocker
🎮 Video game enjoyer
Either online courses or games that specialize in coding, like The Farmer Was Replaced.
January 31, 2025 at 6:04 PM
Are these teams with a project designer that essentially dictates what goes into the game?
January 31, 2025 at 6:01 PM
Gonna have people passing out at their desks hahahaha
January 16, 2025 at 9:53 PM
Man, imagine a way to get into the algorithm of only suggesting your learning videos after the original video ends, extra clarity moments
January 16, 2025 at 9:52 PM
I'm a software engineer by trade, so art and music are always a struggle for me. But if I need scripts, or a state machine, project organizing, etc- that's easy IMO.
January 16, 2025 at 8:56 PM
Luckily anything I planned on releasing is in repos, but utils, prototypes, etc that I had were not. Don't learn this lesson the hard way.
January 16, 2025 at 6:31 PM
I really like your character's hurt animation of closed eyes and open mouth. It's so subtle from a pixel art perspective, but works so well!
January 14, 2025 at 11:08 PM
One solution is to find some volunteer play testers in exchange for a copy of something- have them record their gameplay and/or report bugs.
January 14, 2025 at 6:03 PM
1. Get more direct user feedback early on
2. Maybe try 3d in a game jam
3. Have fun
January 9, 2025 at 1:47 AM
Ah so the ghost isn't actually performing the abilities like with inputs (jump, grapple, etc), it's just essentially lerping to the next position?
January 8, 2025 at 10:52 PM
Draw some areas on paper; play similar games and study their level design; have a close few people play your test levels and provide feedback - level design is hard, I struggle with it as well
January 8, 2025 at 8:40 PM
whatever dude, enableMultiplayer = true 😑
January 8, 2025 at 8:36 PM
Something about that pop, just feels right when it's correct.
January 8, 2025 at 5:24 PM
...so far. Don't worry, after a few new abilities, more than likely I'll want to adjust it again.
January 8, 2025 at 5:23 PM
I'm curious what approach you took for ghosts, input recording?
January 8, 2025 at 5:11 PM
*finds exact issue posted online*
Edit: nevermind fixed it, thanks! 😑
January 6, 2025 at 11:25 PM
Ohhh interesting, thanks for the information
January 5, 2025 at 3:51 PM
Are you using multiple shaders for the overall pixelation and the character outlines? Looks fantastic.
January 5, 2025 at 5:29 AM
I wouldn't allow them to cancel/refuse one, especially if it's a chain of quests. I would however have some that could expire if you want fomo. If you don't want them to expire, and require each quest in a chain, you could always reduce the reward over time.
January 4, 2025 at 6:54 PM
I see. In that case, I would just have that npc at the specific place stay until that quest is completed. A way to hint to the player that the quest is there- maybe have a dock worker, or someone you run into mention that s/he overheard X cargo is being purchased at higher rates at Y place
January 4, 2025 at 6:14 PM
Secondly, (RPG as example) either way, you can always have some kind of NPC that hands out these quests, but in order of release. As long as they haven't completed the quest, they can't progress to the next. These could at some point start where the previous ended to prevent some staleness.
January 4, 2025 at 4:54 PM
The first question I would have is the type of game and type of daily quests? FPS style where it's "Do X, Y number of times" for some unlock tokens/XP?, or is it RPG based where you are literally following a story element?
January 4, 2025 at 4:54 PM