It’s been nine months since the initial release of Drunk Shotgun for iOS and Android. I realize that I should have made a post-mortem analysis in two weeks after the game launch while my memories were fresh, but the game failed so hard that I was in a very fragile state and just decided to forget about it for a while for the sake of my sanity. Its December, 2020 and I feel like I cannot end this year without getting some kind of closure and the least I can do is to follow up this project with a post-mortem.
Drunk Shotgun is a top-down mobile game where you control a character with a shotgun, who is constantly spinning and cannot stop because he’s just too drunk. You tap the screen to shoot the shotgun to damage goblins coming at you and to move around the arena. Character himself cannot move freely due to his condition, but the shotgun recoil moves him allowing you to dodge attacks, gather power ups and move through the arena to get a tactical advantage. You can also tap&hold to engage bullet time allowing you to time your shot precisely and analyze the situation. Bullet time is not infinite and is replenished by defeating enemies. …
When Ducati recently announced that they are going to present a new updated Supersport bike, I was excited. I’ve considered the previous (current) model but never bought one because of the strange design decisions and weird headlight aesthetics. I’ve opted for a 2017 Kawasaki Ninja 1000SX instead, which was the best choice at the time (I still miss the SX even after upgrading to a more modern and faster bike).
When Ducati finally unveiled the photos of the new Supersport I was even more excited, because I thought that they’ve finally understood what people actually expect from that motorcycle. They realized that people want a Panigale-looking bike in a Sport-touring body. Ducati got rid of an ugly LED unibrow that made the bike look ridiculous and injected it with the aggressive Panigale aesthetics DNA. I mean just look at it. …
If you want to learn how not to design APIs, you can just look at the AppsFlyer’s server-to-server events API. The purpose of this API is to enable developers to send additional events about user behavior after they installed your app.
Okay, let’s see what we are expected to do to send en event. Documentation opens as follows:
Looks simple enough — format the URL with your application id and send some events parameters as a JSON. Let’s skip to the parameters section to start coding.
Ну что ж, елка еще не наряжена, подарки не упакованы, скайрим на switch не докачался, а это значит что сейчас самое время подводить итоги 2019 года.
В начале этого года я завершил работу в Pure, в котором в течение шести лет трудился на посту технического директора, и решил заняться самостоятельно дизайном, разработкой игр и фрилансом. Было очень тяжело перестроиться с формата ежемесячного получения фиксированной суммы на более стихийный режим заработка и я не уверен, что до конца с этим справился, но стараюсь управлять своим тревожным расстройством. Благо признание проблемы вроде бы как является первым шагом к решению.
На 2019 год я ставил себе целью выпустить две игры, считая ее достаточно амбициозной и про себя решил что буду рад, если осилю хотя бы одну. По факту выпустил…
Since there is no official working solution that lets you deploy your app to AWS with Elastic Beanstalk from IntelliJ IDEA (PyCharm/RubyMine/whatever), you’re stuck with using your console to deploy the project.
Or are you? Actually not.
Since EB CLI that you typically use for deployment via the terminal is just a python script, you can set up a new Python Run configuration in IDEA.
First find out where the
eb is located:
Then copy the output and use it as Script Path in a new Python Run Configuration:
You can use all the parameters that eb supports in Parameters field, e.g.: deploy, open, etc.
Now you can deploy your app without leaving your favourite IDE.
P.S. Yes, I am aware of Elastic Beanstalk plug-ins in the IDEA plugin directory, but they don’t support even 2018 version of IDE, let alone 2019+
I am not sure why, but Unity does not provide an out-of-the-box solution for grouping objects in the scene — you cannot just select multiple GameObjects, right click on them and press Group. Luckily, there is a great asset that solves this problem with a self-explanatory name Grouping Tool (duh).
The installation is simple, nothing is required besides just adding the asset to Unity. After that you can just select items in Hierarchy panel:
Then right-click an select “Group Selected” or just press Cmd+G on Mac or Ctrl+G on Windows
American bikers have a saying that I can really relate to. It goes like this: “Bullshit stops when helmet drops”.
It basically means that you have to give up any thoughts that were running through your mind when you mount a motorbike (yup, I say “motorbike”, not “motorcycle” — I am no American and, heck, English is not even my native language). Riding a bike takes a lot of concentration and you cannot afford yourself to sink into some deep thinking while doing it. Bike is not as forgiving as a car when it comes to distractions. …
Punctuality has never been among my strongest traits. I tend to underestimate the travel time to the meeting or can just forget to get my outfit ready and end up being 10–15 minutes late with messed-up hair and non-matching clothes.
Strangely enough, I’ve always show up at the airport early for the flights.
I usually don’t book a fast lane, I just arrive three-four hours before the flight. I drop off my luggage, go through security checkpoint and border control without having to stand in any lines (most of the time that is — I usually tend to choose morning or nighttime flights). I casually walk through these checkpoints, without any hurry. …