Copilot sells code other people wrote
712 points • 815 comments
From 2/16/2011, 10:17:00 PM till now, @joemanaco has achieved 703 Karma Points with the contribution count of 90.
Recent @joemanaco Activity
Copilot sells code other people wrote
712 points • 815 comments
Making an Accurate Sleep() Function
61 points • 51 comments
The engine I'm using is based on this one with lots of customizations:
Yes, that's right. Yoshi's Island, for example, is a great inspiration for me.
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 love Pixel Art - yet I often don‘t like how a lot of games try to approach it in a „modern“ way so I started to create my own dream pixel art game (working ob it >5 years now):
Bundle for Ukraine offers more than 500 games for $10
2 points • 0 comments
In 2019 Germany started a funding program for the game development industry which you could apply to. You can find more information about what are the requirements and how to apply here: https://www.bmvi.de/DE/Themen/Digitales/Computerspielefoerde...
There is also something similar from the EU, but I don't know how this works exactly: https://www.eacea.ec.europa.eu/grants/2014-2020/creative-eur...
Show HN: How I completed a project I abandoned 5 years ago
2 points • 3 comments
LED lights found to kill coronavirus
4 points • 0 comments
Laser Harp Live Performance
1 points • 0 comments
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
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.
Keep your build times as low as possible
1 points • 0 comments
Gamedev Tips for New and Aspiring Game Developers
2 points • 0 comments
Software quality/delay problems are coming from one source: constant changes
11 points • 1 comments
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.
Yes, I do a simple email validation in PHP using the FILTER_VALIDATE_EMAIL filter. But it sounds silly to use a external site for this kind of validation, right?
Ask HN: Why does my newsletter get so many spam sign ups?
3 points • 5 comments
Sorry, but this sounds more like they had really bad C++ developers and then complaining about the language.
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