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adamcoster.com
#Gamedev, #Webdev, and Bizdev @bscotch.net 🕸️ adamcoster.com 🎙️ podcast.bscotch.net 🎮 bscotch.net/games Working on #Crashlands 2 and #GameMaker tools #ADHD + #Autism | he/him
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oh no a bug in the cache system, guess that's the rest of my day

We wanted to market Crashlands 2 as a "surthrival" game but figured we'd just confuse people

Somebody smells TREATS

lol just got notice from Chrome that my extensions have been taken down due to not filling out EU Trader forms. The Chrome Web Store was the single worst digital store backend experience I've had (and I've worked with every video game platform), so they're doing me a favor. Bookmarklets it is!

It was extremely cool to have 900 (!) people sign up for our Crashlands 2 Beta. But we only had room for 100 so that also meant I had to let down 800 (!) of them. Took me half an hour to draft the single-paragraph rejection email.

Webdevs often find themselves fighting with #Typescript, and I think a big part of that is from not fully using its type narrowing features (guards and assertions)

I've been thinking about the overlap between Frankfurt's "On Bullshit" and LLMs for a while. Finally got around to writing it up!

Declaring that your variables exist in #Typescript:

Enable your 2FA, friends! Also use a good password manager. I'm a big fan of bitwarden.

Sometimes you gotta write a few hundred lines of code to discover you only needed to have edited a single line that was already there.

Brutal

I just want my studio's privacy policy to say: "We collect and store only the data we need to provide and evaluate our service. We don't share it with anyone unless legally required. You can download or delete your data at any time." Instead I have to have 10 pages of dense legalese.

If you're a gamer who wants to give feedback on a game right before launch, or a fellow #gamedev wanting to see how we run betas from the INSIDE, consider applying for the Crashlands 2 beta!

It's been nearly 5 years of #gamedev and now we're SO CLOSE

Fun #gamedev tool I just prototyped: we can now upload screenshots to our string server to auto-extract text, making it easy to search for strings/translations found in screenshots! Super helpful for localization QA and player support.

We figured it wasn't properly Crashlands TWO unless you started by... crash-landing. So, just like in the original, we have an animation for Flux (the main character) that is only used EXACTLY ONCE, for her to faceplant onto the ground next to the escape pod.

Can confirm: game dev is very expensive, even with a team as small as ours (9 full time). Our current project (Crashlands 2) is nearly 5 years in the making -- that's a lot of salary, health insurance, taxes, and other costs!

It's been nearly 5 years of #gamedev and now we're SO CLOSE

Difficulty of webdev problems, ranked: HTML: 1/5 JavaScript: 3/5 Databases: 4/5 Auth: 5/5 CSS: 6/5 Scale: 1000/5

Make a game this month! Game Jams are what got us started, and how all of our early games were prototyped. Global Game Jam has venues all over the place, so find one near you and have a blast ❤️

Just improved upload speeds by 50x by fixing one of the dumbest bugs I've ever created.

Going to try spiritual eggs next time

I'm so excited for this game! I've been looking forward to it ever since the first minute of this opening cutscene made me burst into tears www.youtube.com/watch?v=ztL-...

LEGACY CODE

The hardest thing about a release date is how to present it in a worldly way. Can't just say the day, since that depends on the time zone. Could provide a day and time, but then WHOSE time zone? Could provide translation-dependent times, but speakers of a language are everywhere.

New post! I wrote up a brief summary of the last year of work on Crashlands 2. It's been a lot, and WE'RE ALL TIRED, but I'm jazzed that the release is imminent.