Announcing! Our new miniseries:
💧 Into the Depths: Caves of Qud 💧
Join us for Part 1 as we interview Qud devs @unormal and
@ptychomancer about their 17-year (!!) project. Featuring special guest co-host @games_by_jack
https://eggplant.show/into-the-depths-caves-of-qud-part-1
@selfsame chonkosaurus
@kaho they are!!
A few hours left to apply to the Draknek New Voices Puzzle Grant! Make sure you get your application in before 23:59 PST TODAY ⏰‼️
The Caves of Qud tutorial beta is now live on Steam, itch and GoG!
If you're Qud-curious, now is the best time to jump in before the price increases in a few weeks.
https://steamcommunity.com/games/333640/announcements/detail/4657375543603071906?snr=2___
Getting #GodotEngine oiled up to the state it is now, where development speed is so incredibly fast and there is such good harmony with foundation, contributions and community took many many, _many_ years of refining processes for development, contribution, release management, moderation, etc.
I will do a talk about it at GodotCon in a week explaining parts of this process!
Pressing the fork button takes a second. Learning to do what we do takes a tiny bit more 😞.
@nasser damn! keep the board and replace all the pieces with one piece that moves diagonally!
just found out you can dump visual studio exception info in C++ on a crash to a file even in a release build and then open the file in visual studio and have the call stack and locals with all the line numbers (optimization permitting more or less) intact. this is game changing for debugging crashes on other people's computers.
https://learn.microsoft.com/en-us/windows/win32/debug/minidump-files
a humble render farmer