Just a little Animated Jimothy - Do with this as you see fit.

A friend did a line-sketch of Jimothy, and I colored over it... Enjoy.

u/RoscoBoscoMosco — 13 days ago

I made a trailer myself, and also paid a professional to make a trailer for me. Can you tell which is which?

I have made a trailer by myself with my limited video editing skills (Yay Godot's built-in video capture + DaVinci Resolve!). It came out OK, but not great - so I hired a professional editor to make a trailer as well. Without telling you which is which, can you tell me which one you think looks like a pro made it vs an amateur (me)? Also, which one do you like more? Thanks!

Video A:
https://www.youtube.com/watch?v=TVvtWOsI1iQ

Video B:
https://www.youtube.com/watch?v=-XlRB8CEOZo

u/RoscoBoscoMosco — 19 days ago

First list of 11th edition, feedback?

So, I’ve got exactly 1 game of 11th under my belt, and this list didn’t do super great. My dice rolls were bad, but even without that it still felt kind of meh. What do you all think?

Freeblade Company (2000pts)
- Canis
- Lancer
- Crusader
- Warden
- 2x Warglaives
- 2x squads of inquisitional agents

reddit.com
u/RoscoBoscoMosco — 1 month ago

How to Manage your Demo Post-Release?

The order usually goes, Build and Release the Demo -> Release / Early Access. My question is how do you manage your demo updates versus your 'full game' updates? Do you have them as two seporate projects in your engine, and maintain each separately? Obviously, the demo came first, but once the game is 'done' the demo is no longer the 'best foot forward' you know? Because the rest of the game got more and more polished and refined as it was worked on. I've feel like the free demo is your first impression so it needs to be just as high quality as the full game to really sell your vision. I'm in a place now where I have my demo published, and have been continuing to work and improve it for the full launch at the end of the year. So, once a have the full launch build... what do I do about the demo?

My initial thought was to create variable in the project called 'isInDemoMode' and when that is set to to TRUE, I disable a lot of buttons and all the 'full game content.' And when that's set to FALSE, the full amount of game content is available. Then, export two different builds with that (turned on: Demo) and (turned off: Release). Oh, and I'd need to update their steam ID's too. But, this means that on Steam both the Free Demo and the Paid Full version of the game will be the exact same file, but just with different ID's and that single variable turned on/off. The game doesn't really use levels or anything, and is very procedurally driven, so the file size itself wouldn't really change between builds. Additionally, this would allow me to keep all of the visual polish that I continue to make apply to the Demo as well as the full game. Feels like two birds one stone, you know?

What do you think? Is that a valid strategy, or am I really going down the wrong path?

Thanks!

reddit.com
u/RoscoBoscoMosco — 2 months ago

TELERA: a Simple* Dice Builder Rougelike! [Free demo now available]

https://store.steampowered.com/app/4079370/Telera/

Do you like dice? Do you like watching big numbers go up?
Do you like trying to out-think randomness?

Then, welcome to TELERA!

In TELERA you roll six dice, score points, and clear levels. Sounds easy, right? Each run is a unique heart-pounding challenge of luck, skill, planning, and suspense. Earn coins between rounds to upgrade your dice and add new dice to your collection. Modify your dice with Magic Potions, and try to defeat the 6 legendary bosses to complete your run. Are you ready to roll?

u/RoscoBoscoMosco — 3 months ago

https://store.steampowered.com/app/4079370/Telera/

Do you like dice?

Do you like watching big numbers go up?

Do you like trying to out-think randomness

Then, welcome to TELERA!

In TELERA you roll six dice, score points, and clear levels. Sounds easy, right? Each run is a unique heart-pounding challenge of luck, skill, planning, and suspense. Earn coins between rounds to upgrade your dice and add new dice to your collection. Modify your dice with Magic Potions, and try to defeat the 6 legendary bosses to complete your run.

Are you ready to roll?

u/RoscoBoscoMosco — 4 months ago

Hi everyone,

I've been a smoker for 20yrs and I'm finding it extremely difficult to stop my mind from racing durring cravings. The headache is whatever, and the irritability isn't un-managable. But I can't seem to shake the craving even after several minutes (hours). It litterally consumes all my thoughts when I'm jonesing for a smoke. I know, I know, it's my brain messing with me. Working through Alan Carr's book (which is wonderful), but it just makes me keep thinking about lighting up, rather than discouraging me.

I've been on some low-dose bipolar meds for years, so I know what it's like when your brain is messing with you, and the meds certainly do help. Or at least they help me, not saying any med is right for everyone. So, I talked with my doctor, and they perscribed me some quitting meds. Specifically: Varenicline (aka: Chantix) The meathod is I set a quit date (aiming for Monday, June 1). And then I start taking the doses a week before that, so the schedule currently looks like this:

1st Week: 0.5mg @ 2 per day before the quit date
2nd-4th Weeks: 1mg @ 3 per day post quitting
Last 90 Days: 1m @ 2 per day

Anyone else done this before? What should I expect? I know the sleeping side effects are common, but I'm not too worried about that. It's the side effects when I'm awake that I'm most curious about, specifically when at work. Thanks everybody!

reddit.com
u/RoscoBoscoMosco — 4 months ago