Forwarded from Green Pill (๐๐๐ซ๐๐ฅ๐ ๐๐๐๐ฅ๐๐๐)
Teen Pill is here!
We're happy to announce that we're back with a brand new workshop!
A 12 days training for teenagers about Digital Excellence & Well-being and Design Thinking.
It's aimed to give your teens with the skills needed to thrive in the modern age.
And all this for free!
Make sure to reserve your spot through the link below
https://docs.google.com/forms/d/e/1FAIpQLSfly_mbO1RBdSzkmnjKpAog_BgFEent1LVheBXl8cQQAnneUw/viewform?usp=header
We're happy to announce that we're back with a brand new workshop!
A 12 days training for teenagers about Digital Excellence & Well-being and Design Thinking.
It's aimed to give your teens with the skills needed to thrive in the modern age.
And all this for free!
Make sure to reserve your spot through the link below
https://docs.google.com/forms/d/e/1FAIpQLSfly_mbO1RBdSzkmnjKpAog_BgFEent1LVheBXl8cQQAnneUw/viewform?usp=header
โค2
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After an entire week of intense back-and-forth troubleshooting, the Steam overlay is now successfully displayed within my game! While the full game concept is coming soon, I previously developed it using WebSockets and a dedicated backend server, which proved to be an extremely costly decision. Consequently, I have now completely converted the project to utilize Steam's native power, and I am thrilled to confirm that the Steam overlay is functioning perfectly. This project is titled Shared Fate. I may have shared details about it previously, but it is now being built leveraging Steam's infrastructure, and the best multiplayer experience you will ever witness is currently being crafted by Melkam Studios
stay tuned
@MickyCodes
stay tuned
@MickyCodes
โค5๐ฅ4๐ฅฐ1๐1
Forwarded from แ แถ Codes
Equib Manager is starting to get more eyes on it.
And honestly, itโs changing how I look at what Iโm building.
Back on June 6, I posted about making Equib Manager open source so other Flutter developers could use it to find clients, customize it, and make money from it.
But the more I thought about it, the more I realized I was looking at the opportunity too narrowly.
Open sourcing it mainly creates an opportunity for developers. But I want more people to benefit from Equib Manager not only techies.
So Jemaw, Iโm building Equib Manager Agent.
The idea is simple: you become an agent, bring Equb organizers to Equib Manager, help them get set up, and earn commission from the subscriptions your clients pay.
The Agent Portal is basically like being an admin for your own Equib Manager business youโll be able to manage your clients, workspaces, and everything you bring into the platform.
And Iโm not doing this part alone.
Iโm really happy to be partnering with @Micky Codes on this. He believed in the idea and decided to build this next chapter with me. Weโre working together on the Agent Portal and the whole system behind it, and I genuinely appreciate him taking this journey with me.
This isnโt just another โjoin our programโ page. Weโre trying to build something people can actually use.
Itโs not open yet, but soon Iโll open a waitlist for people who want to become Equib Manager Agents.
Iโm not promising anyone crazy money. Iโm still figuring this out myself. But I believe it can become a decent side hustle and, for some people, something much bigger
For me personally, this has become my full-time focus Iโm actively out there promoting Equib Manager, talking to potential clients, and handling outreach and onboarding as part of building this ecosystem day by day..
Iโve made plenty of mistakes which you saw from the previous posts building Equib Manager and Iโm still learning every day.
But Iโm grateful for everyone who has supported, tested, criticized, shared, and pushed this project forward.
I said I wanted to create opportunities around Equib Manager.
Now Iโm actually building one. แฅแแแ แฅแแญ แญแแตแแแข
Let's Support Abel โค๏ธ
@equbmanager #equib_manager
And honestly, itโs changing how I look at what Iโm building.
Back on June 6, I posted about making Equib Manager open source so other Flutter developers could use it to find clients, customize it, and make money from it.
But the more I thought about it, the more I realized I was looking at the opportunity too narrowly.
Open sourcing it mainly creates an opportunity for developers. But I want more people to benefit from Equib Manager not only techies.
So Jemaw, Iโm building Equib Manager Agent.
The idea is simple: you become an agent, bring Equb organizers to Equib Manager, help them get set up, and earn commission from the subscriptions your clients pay.
The Agent Portal is basically like being an admin for your own Equib Manager business youโll be able to manage your clients, workspaces, and everything you bring into the platform.
And Iโm not doing this part alone.
Iโm really happy to be partnering with @Micky Codes on this. He believed in the idea and decided to build this next chapter with me. Weโre working together on the Agent Portal and the whole system behind it, and I genuinely appreciate him taking this journey with me.
This isnโt just another โjoin our programโ page. Weโre trying to build something people can actually use.
Itโs not open yet, but soon Iโll open a waitlist for people who want to become Equib Manager Agents.
Iโm not promising anyone crazy money. Iโm still figuring this out myself. But I believe it can become a decent side hustle and, for some people, something much bigger
For me personally, this has become my full-time focus Iโm actively out there promoting Equib Manager, talking to potential clients, and handling outreach and onboarding as part of building this ecosystem day by day..
Iโve made plenty of mistakes which you saw from the previous posts building Equib Manager and Iโm still learning every day.
But Iโm grateful for everyone who has supported, tested, criticized, shared, and pushed this project forward.
I said I wanted to create opportunities around Equib Manager.
Now Iโm actually building one. แฅแแแ แฅแแญ แญแแตแแแข
Let's Support Abel โค๏ธ
@equbmanager #equib_manager
โค3
Forwarded from Po codes
Introducing Kulch.site
Do you get tired of pasting your CV into ChatGPT or Claude every time you apply for a new job โ tweaking the same lines over and over?
I did.
So I built Kulch โ a free CV workspace built around one simple idea:
> You don't need one "perfect" CV. You need a truthful CV tailored to each opportunity.
With Kulch, you can:
โข Create a CV from scratch or import an existing PDF
โข Duplicate your base CV and tailor separate versions for different roles
โข Edit with a live A4 preview across 4 resume templates
โข Compare your experience with a job description and get grounded AI guidance
โข Save version checkpoints and export clean, selectable PDFs
โข Work from desktop or mobile without losing the focused editing experience
Kulch keeps suggestions review-first. It never silently changes your resume or invents experience for you.
Try it out: https://www.kulch.site
@pocodes
Do you get tired of pasting your CV into ChatGPT or Claude every time you apply for a new job โ tweaking the same lines over and over?
I did.
So I built Kulch โ a free CV workspace built around one simple idea:
> You don't need one "perfect" CV. You need a truthful CV tailored to each opportunity.
With Kulch, you can:
โข Create a CV from scratch or import an existing PDF
โข Duplicate your base CV and tailor separate versions for different roles
โข Edit with a live A4 preview across 4 resume templates
โข Compare your experience with a job description and get grounded AI guidance
โข Save version checkpoints and export clean, selectable PDFs
โข Work from desktop or mobile without losing the focused editing experience
Kulch keeps suggestions review-first. It never silently changes your resume or invents experience for you.
Try it out: https://www.kulch.site
@pocodes
โค3
แ แถ Codes
Anyways i got all the assets i need the 3D version of me and Weyzero codes(haset) characters of the 2d designs i got from doodle.toys and ready for the development ketewesenebt and here is the step by step how i got em 1. Upload your picture to doodle.toysโฆ
Welcome man game dev is cool, it's in the blood ๐
๐2
Playing Clash of Clans like my life depends on it ๐
this is the game i played for long 6years approx, and am still 4 upgrades to max out my Town Hall since they said we will add a Town Hall update every year am not gonna max out ๐ญ
Also am the collector of the game i have most of the decoration the game provides through events.
@MickyCodes
Also am the collector of the game i have most of the decoration the game provides through events.
@MickyCodes
๐ฅ3
The Premier League is kicking off! So, which team do you hold unshakeable loyalty to? Furthermore, La Liga is also in play, and it is essential to highlight that I am a devoted Madrid fan. ๐
Anonymous Poll
25%
Arsenal
50%
Manchester United
25%
Chelsea
0%
Liverpool
25%
Manchester City
0%
Tottenham
75%
Real Madrid
0%
Atletico Madrid
25%
Barcelona
๐ฅ1๐1
Forwarded from แฐแซแแฝ Games Studio
แ แถ Codes
i got all the assets i need the 3D version of me and Weyzero codes(haset) characters
So Jemaw i decided Iโm gonna be building a tiny shooting game with 3D versions of me and Hasus ๐๐ซ
The story? Honestly, Iโm still figuring that out. All I know is somehow two people who should probably be getting along ended up shooting each other ๐ ๐
Itโs a small, chaotic, dumb-fun game basically my little excuse to learn game dev.
Now Iโm thinking about the name ...
Let's Support Abel โค๏ธ
The story? Honestly, Iโm still figuring that out. All I know is somehow two people who should probably be getting along ended up shooting each other ๐ ๐
Itโs a small, chaotic, dumb-fun game basically my little excuse to learn game dev.
Now Iโm thinking about the name ...
Let's Support Abel โค๏ธ
โค3
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As I mentioned in my previous post, I have been rebuilding Shared Fate around Steam works, and now I can finally talk a little more about what the game actually is.
Shared Fate is a cooperative 2D platformer where up to four players control the same character. The catch? Each player gets a different part of the controls.
One player might control jumping, another controls left, another controls right, while the fourth handles sprinting.
So when you see a platform ahead, you better hope the person with the jump button knows what they're doing.
The game features Steam multiplayer, lobbies, voice chat, procedural levels, checkpoints, distance tracking, and plenty of physics-driven chaos.
The goal isn't just to reach the end. It's to survive together.
Who would you trust the least with the jump button?
Shared Fate one character, four players, zero chance of staying calm.
Stay tuned it will be released on Steam.
@MickyCodes
Shared Fate is a cooperative 2D platformer where up to four players control the same character. The catch? Each player gets a different part of the controls.
One player might control jumping, another controls left, another controls right, while the fourth handles sprinting.
So when you see a platform ahead, you better hope the person with the jump button knows what they're doing.
The game features Steam multiplayer, lobbies, voice chat, procedural levels, checkpoints, distance tracking, and plenty of physics-driven chaos.
The goal isn't just to reach the end. It's to survive together.
Who would you trust the least with the jump button?
Shared Fate one character, four players, zero chance of staying calm.
Stay tuned it will be released on Steam.
@MickyCodes
โค3
Forwarded from Bytephilosopher
แแแฐแฐ แฅแแ แแฅแแแฅแตแ แแญแซแ แแแแฐแฐ แฅแแ แแ
แฑแต แแฎแญแแต แแแแญ แแตแแ แถแญแซ
๐แแแจ แแ แฅแแฆแฆ แชแณแ แแ แจแต
@byte_philosopher
แ แแญแ แแฅแต แฐแแแฝแแ แฐแธแแแ แแแฅแฒแฑ แ แแแ แตแแแแฝแข
แแแแจ แณแแต 45:9
๐แแแจ แแ แฅแแฆแฆ แชแณแ แแ แจแต
@byte_philosopher
โค3๐ฅฐ1
How to Build a Game Engine in C++
Here are the 10 core pillars needed to build a modern game engine from scratch:
1. ECS (Entity Component System) The Core Architecture
Separates your game world into lightweight IDs (Entities), pure data structs (Components), and logic loops (Systems) for ultra-fast, cache-friendly CPU performance at scale.
2. Scene Tree & Hierarchy
Organizes game objects into parent-child trees so moving, rotating, or deleting a parent automatically updates all of its children.
3. Rendering & Graphics
Talks directly to the GPU (via SDL3, OpenGL, Vulkan, or DirectX) to draw 2D sprites, 3D meshes, shaders, and lighting onto the screen.
4. Physics & Collision Detection
Simulates real-world gravity, velocity, friction, and solid boundaries so objects bump into each other realistically (using integrations like Box2D or PhysX).
5. Game Loop & Frame Timing
Continuously runs the engine cycle (Process Input -> Update Physics -> Render Frame) with fixed time steps to keep gameplay smooth across all monitors.
6. Input & Event System
Captures keyboard strokes, mouse clicks, and gamepad buttons and translates them into responsive game actions.
7. Signal & Event Dispatcher
Allows different parts of the engine to communicate without tightly coupling code together (e.g., when a player collects a coin, trigger the UI update).
8. Asset & Resource Management
Loads, decodes, and caches textures, TrueType fonts, 3D models, and sound files into memory without stuttering.
9. Canvas UI & Theming
Renders screen-space interfaces like buttons, health bars, inventory menus, and sliders with scalable styles and sharp fonts.
10. Audio Engine
Streams background music and triggers spatial 2D/3D sound effects when gameplay events happen.
Using the above list, I have made a simple, lightweight 2D game engine in modern C++20 with a Godot-inspired node architecture called Melkam Engine.
You can check out the source code and progress here:
GitHub Repository:
https://github.com/Alazar42/Melkam.git
#GameDev #Cpp #GameEngine #OpenSource #Programming #project
@MickyCodes
Here are the 10 core pillars needed to build a modern game engine from scratch:
1. ECS (Entity Component System) The Core Architecture
Separates your game world into lightweight IDs (Entities), pure data structs (Components), and logic loops (Systems) for ultra-fast, cache-friendly CPU performance at scale.
2. Scene Tree & Hierarchy
Organizes game objects into parent-child trees so moving, rotating, or deleting a parent automatically updates all of its children.
3. Rendering & Graphics
Talks directly to the GPU (via SDL3, OpenGL, Vulkan, or DirectX) to draw 2D sprites, 3D meshes, shaders, and lighting onto the screen.
4. Physics & Collision Detection
Simulates real-world gravity, velocity, friction, and solid boundaries so objects bump into each other realistically (using integrations like Box2D or PhysX).
5. Game Loop & Frame Timing
Continuously runs the engine cycle (Process Input -> Update Physics -> Render Frame) with fixed time steps to keep gameplay smooth across all monitors.
6. Input & Event System
Captures keyboard strokes, mouse clicks, and gamepad buttons and translates them into responsive game actions.
7. Signal & Event Dispatcher
Allows different parts of the engine to communicate without tightly coupling code together (e.g., when a player collects a coin, trigger the UI update).
8. Asset & Resource Management
Loads, decodes, and caches textures, TrueType fonts, 3D models, and sound files into memory without stuttering.
9. Canvas UI & Theming
Renders screen-space interfaces like buttons, health bars, inventory menus, and sliders with scalable styles and sharp fonts.
10. Audio Engine
Streams background music and triggers spatial 2D/3D sound effects when gameplay events happen.
Using the above list, I have made a simple, lightweight 2D game engine in modern C++20 with a Godot-inspired node architecture called Melkam Engine.
You can check out the source code and progress here:
GitHub Repository:
https://github.com/Alazar42/Melkam.git
#GameDev #Cpp #GameEngine #OpenSource #Programming #project
@MickyCodes
๐ฅ4โค2