you haven’t provided any contact info…
adlai
Recent community posts
firstoff, I admire your use of the word “fake”, even though I find it slightly obnoxious [the news flash and reality remains]
secondly, I was wondering if you’ve ever encountered situations where the console’s interrupts interfered with your musicianship; you might be familiar with how some audio programmers use “realtime” kernels, and unfortunately any electronic computer more complicated than some pure FPGA is likely to have various edge cases where unexpected and possibly uninvited work interferes with the scheduling of your main activity.
this problem is why you’ll often find musicians sticking to mechanical instruments, or at least, electromechanical ones, and avoiding anything that could “bug out” worse than a broken string or burned tube.
[…] consultation with an experienced editor to guide you through making your own trailer?
I was thinking about meeting for a 30 min free consultation and then, if you decide it works for you, charging an hourly fee (around 40 Euro/h) to help devs with editing their trailers, […]
your role in the process is probably best specified as the driver of the game, unless your client already has enough play videos for the clips that the trailer must include. your external perspective as, ideally, someone who has not played the game yet, is helpful for generating the clips, and not only critising the trailer’s storytelling, than that of studio members who are already more familiar with the product being advertised than the target audience.
I have deliberately not commented on your proposed billing structure; that remains between you and your clients.
obligatory “I’m not in the market for your services; however, …”
unfortunately, I believe the “gig economy”-ification of all the services advertised in this forum has created a situation where mentorship and toolmaking are the highest-valued skills.
good luck with your clients! remember, gurus need cults lest they get forgotten; the best mentor is one that need not be bothered again.
I don’t charge, and have no portfolio.
Please consider adding a little more information about how you wish to collaborate, in case you have not yet found any musician whose pricing matches your budget… e.g., do you simply want waveforms for specific time lengths, rather than someone who’s gonna complain about line lengths in git commit messages?
In case it’s not obvious, I’ve deliberately not added my contact info, so that – in case the search is still on! – there is more opportunity for the hungry musicians, before us volunteers sweep in.
The leaderboard links all got munged into one monster link by the itch.io markdown processor; try using [anchor](URL) syntax, or including more whitespace than one newline between each link and the next.
I tested in this comment, and it looks like either two newlines (so there is an entire blank line) or a single space is enough for the processor to create separate links.
Congratulations on publishing your Jam prototype!
I found the card mechanics self-explanatory, although some people might be confused or frustrated by it. The mouseover tooltips are good.
One decision I found somewhat questionable was that you include “Change Units” for reallocating the soldiers after you’ve seen who your opponents will be, although you don’t have anything equivalent for the card selection; the player simply goes through with whatever is dealt and deals with the loss if it happens. One idea for improving this situation could be some cost to redraw after viewing the territory, if you have cash leftover after troop selection.
I really liked this game about a year ago, and when I tried playing it now, I get some errors in the browser console:
Uncaught Error: Go program has already exited at globalThis.Go._resume (wasm_exec.js:536:23) at ScriptProcessorNode.<anonymous> (wasm_exec.js:549:20)
… repeated hundreds of times
EDIT: it runs in Chromium on a different computer, so there is probably some problem on my end.