Joseph Humfrey
joethephish@mastodon.gamedev.place
<p>Co-founder of inkle, indie game studio. Founder at Selkie Design, app developer.</p><p>Games:<br />⛰️A Highland Song <br />🤖TR-49 ( ADA Finalist) 🚢 Overboard! ( ADA win!) & Expelled! 🕌 Heaven's Vault 🌍 80 Days 🎲 Sorcery! 🖋️ ink</p><p>Apps:<br />⏳Hour by Hour<br />⏩ Substage <br />Formerly Rare, Sony & Scotland 🏴🇩🇪</p>
Posts
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Moonrise! I’ve never seen the moon have such an orange glow on the horizon like this. Crazy! (Shot from my window with my phone)
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Despite co-running a couple of open source projects, I’ve never quite understood the practicality of how you’re supposed to deal with most Pull Requests. The majority are: * Complex enough that either I have to put a lot of work into understanding how they work (almost as much as if I’d done the work myself). Or I have to blindly trust the person, hope they help maintain their work (usually not), have to learn it over time, or most likely, try to stay as far away from their code as possible.
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I wrote this piece on @gamedevdotcom on our 2D photo mode for @AHighlandSong. We kinda added the photo mode on a whim at the last minute before release, and I&#39;m super happy we did! https://buff.ly/47z6Rbh
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Occasionally I remember this insane timeline UI we made for Heaven’s Vault which lets you zoom between the past 3 seconds all the way to 3 MILLENNIA of history 🕑 That was a cooool thing to work on
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Fun little bit of responsive UI in the next inkle game for when you somehow manage to get hold of waaaaay too much stuff.
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We announced a new game today: ⭐️ EXPELLED! ⭐️ It&#39;s a prequel to our Apple Design Award winner Overboard!, and we&#39;re bringing it to Steam, Switch and iOS. Also, I threw together a website for it today: https://www.inklestudios.com/expelled/ Finally, I spent bloody ages on this trailer, excited to finally be able to show it 😅
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I find it crazy that by knowing English and German I can read like 60-70% of basic written Dutch, starting from zero. If I lived in the Netherlands, on the one hand I’d never have to learn Dutch (SO much English here). But from seeing it context I’d absorb so much vocabulary really fast, I think.
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We game developers are a rather homogeneous looking bunch, but if you’re at #GodotCon and want to chat inkle, ink, Godot, game dev, this is what I look like!
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Super impressive version control tech designed for artists and designers to collaborate with live Google Docs style editing in Godot scene files. Separate from git and actually complementary. Backstitch: https://backstitch.dev #GodotCon
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Super helpful talk from @reduz at #GodotCon on how they decide what PRs / features may be accepted in @godotengine Very happy they are strict about this in the interests of preventing Godot getting bloated.
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Escape Velocity was an incredible game - Mac only, a more accessible 2D version of the Elite formula, and was fully “open world”, before it was known as that. Happy memories ❤️
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OMG I couldn’t have hoped for a better review of Hour by Hour! Thanks @johnvoorhees ❤️ https://www.macstories.net/reviews/hour-by-hour-reverse-engineering-your-schedule/
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RE: https://mastodon.macstories.net/@johnvoorhees/116381040330457698 It’s my wife’s actual birthday today, but now I feel like it must be mine 🥹
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If you work in games and want food for thought, there’s no food tastier or more nutritious than the Kaleidoscope podcast right now. Every episode has been an absolute banger so far, brilliant thoughtful discussions with great guests. Kudos @joningold and Sagar ! https://www.inklestudios.com/kaleidoscope/
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Proud of this one
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Travelling to Amsterdam for #GodotCon tomorrow! Anyone else I know going?
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I continue to be really proud of this feature of Substage, and I am yet to see any AI tools with budgets in $billions do anything similar. I wrote a bash parser and partial execution engine, as well as analysis for dozens of common commands to predict the side effect of commands before they actually run for real! Blog post from last year with more explanation: https://joethephish.me/blog/substage-predicts/ #buildInPublic #macOS