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Search - "git art"
Consultant: "you should deploy a website. Use wordpress and have a draft ready in a few days. It's easy."
Me: "It's a static website, a one-pager even. I think we would be better served with something light-weight without a database."
Consultant: "99% of the websites in the entire internet are powered by wordpress. It's state of the art, you should use it"
Me: 😢 "Nooo, it needs mainentance and stuff. Look, XY is much simpler. You can even version the static site with git"
We ended up with wordpress for our static website now. I am so proud. I absolutely love wordpress. It is amazing. Now my static one-pager can have plugins, multiple users, security issues and all that. The future is now!17
Yesterday I used a company service account to email over 1,000 internal employees (mostly application managers and the like) about an old OS version their servers are using which must be upgraded in a few months. It's an automated email that will repeat each month until the servers are upgraded.
That is not the part that might get me fired.
The part that might get me fired is an easter egg I left in the html content of the email itself.
In the embedded html of the message, I buried a comment block that contains a full-screen ascii-art drawing of a spooky tree and grim reaper standing beside a tombstone. The tombstone has the OS info and dates on it. Beneath the ascii-art is a bastardized quote in homage to Metallica's "For Whom The Bell Tolls", referring to the OS end-of-life.
The ascii-art is visible in both the html and the internal git repo that contains the email template.
This is a bit of a shoe-horn for this weekly group rant, as I doubt there is any chance I would really be fired over this, as I (sadly) expect that absolutely NO ONE who receives the messages will ever actually see the comments. But it's out there in the corporate network now... and will be sent over and over for the next few months...
There is a better chance someone may catch the easter egg in the git repo, but I kind-of doubt that, too - so I wanted to at least share with my devRant friends that it's out there, so at least someone else knows than just me. 😝6
1. Indent with 3 spaces to fuck both tabs guys and spaces guys git repos.
2. Use windows line endings and laugh and laugh and laugh.
3. Giant full page ascii art intro on every single file.
4. After the giant ascii art intro there are literally zero comments.
5. Keep the bracket on the same line for getters, but on the next line for setters because fuck you.17
When I was at university in my last semester of my bachelor's, I was doing a game programming paper and our last assignment was to group up and make a game. So I go with one of the guys I know and this other dude since his previous game was really neat. Then two randoms joined that from my first impressions of their games wasn't much at all (one guy made four buttons click and called it a game in Java when we had to make games in c++ and the other guy used an example game and semi modded it.
Anyways we get to brain storming, totally waste too much time getting organised because the guy that volunteered (4 buttons guy) was slow to getting things sorted. Eventually we get to making the game and 4 buttons guy hasn't learnt how to use git, I then end up spending 3 hours over Skype explaining to him how to do this. He eventually learns how to do things and then volunteers to do the AI for the game, after about a week (this assignment is only 5 weeks long) he hasn't shown any progress, we eventually get to our 3rd week milestone no progress from him and the modder, with only three classes left we ask them both to get stuff done before a set deadline (modder wanted to do monsters and help 4 buttons with AI) both agreed and deadline rolls up and no work is shown at all, modest shows up extremely late and shows little work.
4 buttons guy leaves us a Skype message the day of our 2nd to last class,, saying he dropped the paper...
Modder did do some work but he failed to read all the documentation I left him (the game was a 2d multiplayer crafting game, I worked so hard to make a 2d map system with a world camera) he failed to read everything and his monsters used local coordinates and were stuck on screen!
With about a week left and not too many group meetings left we meet up to try and get stuff done, modder does nothing to help, the multiplayer is working my friend has done the crafting and weapon system and the map stuff is working out well. We're missing AI and combat, with our last few hours left we push to get as much stuff done, I somehow get stuck doing monster art, AI is done by the other two and I try to getting some of the combat and building done.
In the end we completely commented all of modders work because well it made us look bad lol. He later went to complain to my free claiming I did it and was a douchebag for doing so. We had to submit our developer logs and the three of us wrote about how shitty it was to deal with these two.
We tried out best not to isolate ourselves from them and definitely tried to help but we were swamped with our other assignments and what we had to work on.
In the end leaving and not helping right when the deadline is close was what I call the most shittiest thing team mates can do, I think sticking together even if we were to fail was at least a lot better.3
After 10 years of thinking of getting into gamedev, I just joined a team game jam and it's going somewhere.
4 months ago I wrote a rant about how difficult it was for me to get into gamedev.
I guess I finally started because:
a) I'm not doing this alone
b) Another person takes care of the art
Regarding "a", computing, programming can be a very lonely task. I realized how much I missed the college years where I was paired up with other people to do something
There's something magical about being in a team.
You may not be a fan of your mates personalities. You may even hate their guts.
But working on something together, when everyone does the thing they should do, when things just flow... it's just magical.
When that happens, "all the bullshit goes away"™, and it's just you and your team sharing the same hope.
As for "b", I think I realized that, at least for my way of thinking, art (even in an initial, rudimentary state) is what ends up creating a game.
While I always tried to do it the other way around, first the game, then the art.
Maybe now I could dabble into pixel art and then use that as the thing that would define the game.
I was also an emotional mess for most of my 20s (and still kinda am, but not that much), so I guess that made getting into gamedev hard too.
Now, here's the negative part: the guy that does the art (and also codes) sucks balls at communicating and at git.
He takes a shitload of time to respond, doesn't address the things I state are important, doesn't join the damn trello, sometimes gives me some sass on his comments.
And he accidentally overwrote my changes on git three times.
The good thing is that he acknowledges his fuckups and fixes them.
I'm not really mad though. I'm almost 30, he's 20 or so.
When I was 20 I was a goddamn mess.
And it's just a week, and the pleasure of working with someone is far greater.6
"let's use git for this game jam"
Wait! Don't go! I love git and use it on every project I work on! You'll have to hear me out here.
This was 4 years ago, at my first Global Game Jam. Every jam and game I'd worked on up to that point, I was the only Dev; no need for git, as backups were more than enough. I joined a group with high hopes for the game jam, with three coders and a proper art team.
The entire jam was "1 step forward 2 steps back", as git somehow constantly overwrote code as fast as we could write it.
By the end of the jam we barely had anything to show for our hard work. The takeaway isn't even about git. It's simply to never work with other people. Git is a great protocol but it can't stop people from accidentally fucking other people over. Every jam since, I've worked on my own and had a far better time of it.3
Warning : This rant is long and is a rant asking for help and suggestions. If you will read and dont leave any comments, please go search other rants. Thanks.
Hi, fellow ranters. In our community, we have a tech class where teens (teens here mean 14yo -15yo) come to learn computer stuffs. Teens here are selected by a test and an interview. There are some teens who are f***ing awesome. One of them are proficient in scratch. (yeah, the orange cat) Another is awesome at PhotoShop, and the other loves windows xp. The teacher uses Microsoft Visual C++ IDE made in the 1990s. The kid sitting to my left made flappy bird with gamemaker. About 10 to 11 teens doesnt know what ctrl+alt+del does in windows and never did programming before... 3 among them always brings coke and oreos and eats super loudly. CRACK! And I bet no one knows about git.
Ok. Enough for the awesome teens. Now what we learn.
We learn C! Yes, C. We learned for, if else, switch and all those stuffs, then learned variables, which made other students who never did programming before be (―,.―).
Next class we will learn about functions in 3 hours. Then array and pointer in 3 hours. Thats it for c programming. Then we do some unnecessary stuffs and time for the finals.
We need to make a project with up to 4 teens as one team. Now I am asking you awesome ranters to suggest some projects for about 4 pros and 16 noobs can do. 10 hours are given in class and we can do in other times by ourselves in home. What should we do? I bet many of them will say to make ascii art in c which is dull and I have no thoughts of doing that.
Any thoughts will be appreciated.
Thank you for reading.
To see my skills, go to my profile page.
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Alright ladies and no so gentle men...
The time has come for me to ditch dropbox (Because fuck wanting to use ext4 and also have some spare CPU usage when syncing a single fucking file) and migrate everything from my art storage to some old prototypes into private github repo's...
Prepare to see a shit tonne of rants about me forgetting how to git and all that kinky shit...
Wish me luck *salutes*1
Being able to properly name branches/commits in git and holding back from the tempting "I'll fix that along the way too" is an art on its own
Just finished my first game jam officially, it was fun and our game though being not working 100% was well done, we had art people and a sound guy, who btw made some amazing music for the game. A couple of us plan to work on the game after the jam (because we have time) and since it's more of a local jam our deadline for submission is extended until a week after the jam finishes. (Game broke after merge issues :D)
Glad I decided to go and try it out.
Hah but my issue was that moreso my time was spent on getting unity and a git gui or some sort to work on Linux mint, by half way through Saturday I did lol. Also not much for me to do since we had a total of six programmers.
So if I don't get a new laptop for the next game jam, it's setup to work, which is awesome.2
So at our company, we use Google Sheets to for to coordinate everything, from designs to bug reporting to localization decisions, etc... Except for roadmaps, we use Trello for that. I found this very unintuitive and disorganized. Google Sheets GUI, as you all know, was not tailored for development project coordination. It is a spreadsheet creation tool. Pages of document are loosely connected to each other and you often have to keep a link to each of them because each Google Sheets document is isolated from each other by design. Not to mention the constant requests for permission for each document, wasting everybody's time.
I brought up the suggestion to the CEO that we should migrate everything to GitHub because everybody already needed a Github account to pull the latest version of our codebase even if they're not developers themselves. Gihub interface is easier to navigate, there's an Issues tab for bug report, a Wiki tab for designs and a Projects tab for roadmaps, eliminating the need for a separate Trello account. All tabs are organized within each project. This is how I've seen people coordinated with each other on open-source projects, it's a proven, battle-tested model of coordination between different roles in a software project.
The CEO shot down the proposal immediately, reason cited: The design team is not familiar with using the Github website because they've never thought of Github as a website for any role other than developers.
Fast-forward to a recent meeting where the person operating the computer connected to the big TV is struggling to scroll down a 600+ row long spreadsheet trying to find one of the open bugs. At that point, the CEO asked if there's anyway to hide resolved bugs. I immediately brought up Github and received support from our tester (vocal support anyway, other devs might have felt the same but were afraid to speak up). As you all know, Github by default only shows open issues by default, reducing the clutter that would be generated by past closed issues. This is the most obvious solution to the CEO's problem. But this CEO still stubbornly rejected the proposal.
2 lessons to take away from this story:
- Developer seems to be the only role in a development team that is willing to learn new tools for their work. Everybody else just tries to stretch the limit of the tools they already knew even if it meant fitting a square peg into a round hole. Well, I can't speak for testers, out of 2 testers I interacted with, one I never asked her opinion about Github, and the other one was the guy mentioned above. But I do know a pixel artist in the same company having a similar condition. She tries to make pixel arts using Photoshop. Didn't get to talk to her about this because we're not on the same project, but if we were, I'd suggest her use Aseprite, or (at least Pixelorama if the company doesn't want to spend for Aseprite's price tag) for the purpose of drawing pixel arts. Not sure how willing she would be at learning new tools, though.
- Github and other git hosts have a bit of a branding problem. Their names - Github, BitBucket, GitLab, etc... - are evocative of a tool exclusively used by developers, yet their websites have these features that are supposed to be used by different roles other than developers. Issues tabs are used by testers as well as developers. Wiki tabs are used by designers alongside developers. Projects and Insights tabs are used by project managers/product owners. Discussion tabs are used by every roles. Artists can even submit new assets through Pull Requests tabs if the Art Directors know how to use the site interface (Art Directors' job is literally just code review, but for artistic assets). These websites are more than just git hosts. They are straight-up Jira replacement with git hosting as a bonus feature. How can we get that through the head of non-developers so that we don't have to keep 4+ accounts for different websites for the same project?4
I have created gitframed because I believe that code really is an art medium.
What do you think about that ?16