Brendan

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Brendan

Brendan

@EspressoMagi

Aussie/Kiwi in Netherlands building indie studio w/ wife (3D tactical for Steam) | Playtester & feedback | Sharing journey & build logs

Netherlands Katılım Aralık 2024
1.3K Takip Edilen184 Takipçiler
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Brendan
Brendan@EspressoMagi·
Feeling really grateful for the accounts that have helped me learn, develop and stay curious on X 🔥 Here are some I’m especially thankful for right now (no particular order): Up to date news, reviews and commentary: 1. @mreflow 2. @MatthewBerman High-signal thinking on AI and building 3. @karpathy Thoughtful tech analysis & daily AI briefings 4. @kimmonismus Master of resets, company communication & user feedback 5. @thsottiaux Game dev & creative tools (my dream enablers) 6. @KenneyNL 7. @Blender 8. @godotengine 9. @bazzite_gg Lifelong tech teachers & hands-on testers 10. @NetworkChuck 11. @theo 12. @digitalix 13. @bijanbowen Even when some topics go over my head, I genuinely enjoy following along and staying inspired. and without all of you (and the wider open source community), I don’t think I’d be able to work full time on my dream. You made it possible. Cheers.
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Brendan
Brendan@EspressoMagi·
Builder’s Log: Biggest challenge right now is consistency and visibility with Codex 5.6 Ultra. I can get him running almost 24 hours overnight no problem, but when it comes to orchestrating the DGX and the rest of the home lab (I’ve repurposed a bunch of older computers) things get murky. One-on-one he can do jobs on those machines fine. But when I ask him to offload work to local LLMs and actually use the resources, I have no real way of knowing if he’s doing it. I can put my hand on the DGX and feel it’s warm so I know he’s connected, but I can’t really see what he’s doing. I built a dashboard but it’s not always up to date even though I asked him to keep it up to date, so I’m never fully sure if old mate is telling me porkies or being truthful.
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Brendan
Brendan@EspressoMagi·
@TorbellinoGS Thanks for the update! 😊 That’ll be perfect for cozy sessions on the go.
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Brendan
Brendan@EspressoMagi·
@AsalfinOfficial Hey, thanks for the quick reply and the clear tip! That makes total sense. I was treating the tornado barrier like a permanent wall and never thought to just wait it out. I’ll jump back in and give it another go with the timing in mind. Cheers. :)
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Asalfin
Asalfin@AsalfinOfficial·
@EspressoMagi Hey hey! Thanks a lot for your feedback, I'll think about it 🙂 To go through the "tornado-looking barrier", you simply need to wait for a few seconds and it'll stop. The wind blows for about 10 seconds, then stops for 10 seconds, and does that again and again 🙂
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Asalfin
Asalfin@AsalfinOfficial·
The Demo of my #indiegame Shinies: Call of Light was just released on Steam 🥳! Come play it now: store.steampowered.com/app/1466360/Sh… I've been a #gamedev for years and this is my first public demo, so it's a very big deal to me 🙂! Any feedback is greatly appreciated.
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lycor
lycor@lycoralex·
Hi everyone! This is my first post. And my start in indie game development. I will try to post my way into gamedev right here. Have fun! #GameDev #IndieDev
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Brendan
Brendan@EspressoMagi·
@xiaoshidev Welcome to X! 👋 Hand-drawn point-and-click puzzle game sounds awesome. Looking forward to seeing Asa's Adventure develop. Best of luck with your game. :)
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xiaoshidev
xiaoshidev@xiaoshidev·
Hello X! New here! 👋 I’m building a point-and-click puzzle game with 100% hand-drawn art. It’s a story born in a faraway corner of the galaxy. 🪐✨ The journey begins when the protagonist accidentally arrives at... 👇 #gamedev #indiedev #handdrawn #puzzle #wishlistwednesday
GIF
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Brendan
Brendan@EspressoMagi·
@ValkayaStudio Welcome to X! 🚀 Excited to see what you build with your racing mobile games. Looking forward to the updates.
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Valkaya Studio
Valkaya Studio@ValkayaStudio·
Hello X. We are an indie game studio focusing on racing mobile games. Stay tuned for more...
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Brendan
Brendan@EspressoMagi·
@Shreyansha66933 Welcome to X and the indie game dev community! 🙌 Looking forward to following your journey with story-driven games. Keep sharing the progress.
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Shreyansha Bhowmik
Shreyansha Bhowmik@Shreyansha66933·
Hello, This is my first post. I'm an indie game developer who loves creating story-driven games. I'll be sharing updates, game dev posts, and my journey along the way. Glad to be here! #game #Developers
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Brendan
Brendan@EspressoMagi·
From the trailer it looks like a calm creature-rescue game where you tend a garden, brew remedies in the cauldron and help the little ones recover. The biomes and creature designs already feel inviting. That’s my guess: healing the small things that have fallen sick, with gardening and alchemy at the centre of it.
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Brendan
Brendan@EspressoMagi·
@Dudeeki4 The prototype already has a clean pixel style and the platforming feels responsive in the clip. Enemies and vertical layouts give it some bite and the game looks fun to play. What specifically made you pause and question whether it was worth continuing with?
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Brendan
Brendan@EspressoMagi·
@SunsetSummit Congrats on locking in the August 21st launch date. Best of luck with the release and the climb ahead.
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Brendan
Brendan@EspressoMagi·
@AremjiGames Congrats on the milestone and best of luck with your launch and the adventure ahead. :)
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Brendan
Brendan@EspressoMagi·
Thanks for the hard work and for jumping on the feedback so quickly. The transparency and efficiency gains are really appreciated. Future idea: any chance Sol/Codex could optionally orchestrate smaller/lighter local models as sub-agents on the user’s device (opt-in)? Main agent could spin one up in parallel for some tasks, then check back. This could help stretch tokens/limits even on average hardware.
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Tibo
Tibo@thsottiaux·
Hello people of Sol! I've reset usage limits for all ChatGPT Work and Codex users. Together with that, a quick update on GPT-5.6 Sol usage limits. Over the past few weeks, many of you have told us that Sol was using your Codex limits faster than expected. To be clear, we have not reduced usage on any subscription plans. We’ve been digging into what was happening and have landed several improvements. As a result, we expect your usage to last around 18% longer during typical use of Sol. Some of you should already see significantly larger improvements from today. Tomorrow, we’ll also restore the five-hour limit that we temporarily paused while investigating. Here’s what we found: - GPT-5.6 Sol is much more willing to work for longer, make additional tool calls, and coordinate complex workflows across tools and subagents. That makes it better at solving hard problems, but some tasks were using far more than we intended. - Sol also works harder at the same reasoning effort than previous models. High on Sol can use more tokens than High did on GPT-5.5. - Programmatic tool calling, also referred to as code mode, gives Sol much more flexibility to run tool calls in parallel or continue working while waiting. But it also led to more responses per turn, more cached input tokens, and higher usage than expected. - This was particularly noticeable when Sol was waiting for tool calls to finish or running many web searches. We’ve improved how we handle both cases and are continuing to make code mode more efficient. - The impact was also very uneven. The median user actually found Sol quite token efficient, while some power users working on harder tasks saw their usage drain much faster. We were very focused on average and median usage before launch and missed some cases where the long tail could use significantly more usage. Sol is a significant step forward in what Codex can do, but capability and efficiency do not always improve at the same pace, and some issues only become clear once people are using the model at real-world scale. We should have recognized this sooner and been more upfront about it. You keep pushing the frontier and we’ll keep improving efficiency and sharing updates as we go.
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Brendan
Brendan@EspressoMagi·
Saw your screenshot, got curious and jumped over to the Magine Steam page which is looking nicely polished. Tested out your demo as well. Some quick feedback: -Changed the language to English in the settings, but some of the settings text stayed mixed with the default language both in the menu and within the game. -Master volume slider doesn’t seem to change the volume between about 90 and 150. And after a while going back and forth to 0 and 150 it stops working altogether. -Cursor in game is looking like the perfect size. -On the 2nd campaign it was a bit unclear what to do at first because it felt that not everything was clickable straight away and I had to wait a moment for something to unlock before I could start building. Overall the animations and graphics hold up nicely even when zoomed in. I really appreciate those finer details. Looking forward to circling back to your game in the future to see how your game evolves. All the best.
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GreatZaochen
GreatZaochen@GreatZaochen·
🖱️ Magine now has custom cursors! Demo players said the default cursor was too small and hard to read, so actions now use clearer cursor styles—with a few animations too. The demo is live. Try it and send feedback! #RTS #StrategyGame #IndieGame
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Brendan
Brendan@EspressoMagi·
Saw the demo video and straight away thought “I’m gonna get my bird and go pow pow smash smash, shoot shoot and take out the other bird!” Battle Birds looks like heaps of fun to play with friends or a partner. Downloaded it via Steam, and got the controller popup (screenshot below), took a chance and clicked through to the main menu… but from there I couldn’t select anything at all. Is that a possible bug, or does the game currently not support keyboard + mouse? As an fyi, I’ve just put my controller on charge, so I’ll circle back tomorrow and try again properly with it and give you feedback where I can. Cheers
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Deric Nunez
Deric Nunez@nkCowmaster·
The Battle Birds demo is LIVE on Steam! 🐦💥 Chaotic local multiplayer. Arcade-style aerial combat. Projectile mayhem. Give it a try and let me know what you think! #indiedev #gamedev #indiegame #SteamDemo
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Brendan
Brendan@EspressoMagi·
@NicoPerin3D Sweet as, looking forward to it. All the best on the next zone. Have a good one. :)
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Nicolas Perin
Nicolas Perin@NicoPerin3D·
@EspressoMagi Thanks, man! That really means a lot. I'll do my best to make sure you guys enjoy the second zone just as much as the first. 🏰
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Brendan
Brendan@EspressoMagi·
You’re more than welcome, and thanks for the friendly reply! :) I’m so happy you’re happy as it feels great to hear from one developer and gamer to another. No worries at all, i am glad to be part of the community and help out other developers where I can. Reacting in real time on a procedural race is a super cool idea too. I can see that keeping the game interesting over time. Looking forward to playing more and checking out the full release. All the best, and thanks again.
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Driving Rogue
Driving Rogue@DrivingRogue·
Hey there, first of all thank you for giving us a chance, I know we mixed something unconventional so hearing this means a world to us! Yep, that is our goal, to make it for everyone, regardless of your previous driving-games experience! Oh another thing we love hearing, we will add even more songs! And also Live Radio by Simulator radio! That is the idea, and reading this makes me feel really happy, I'm glad it is clicking in finally! And I mean all points regarding the gameplay! As for the Minimap, we use procedural generation for our roads, so roads are never the same, that's why the idea is to react real time to the upcoming challenges but we will consider this as an additional system to our game! We should include reminder for ability for sure! Thank you so much, we will wait you at the finish line to tell us what you think about the full release!
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Indie Game Joe
Indie Game Joe@IndieGameJoe·
This indie studio is making a driving roguelike where one mistake ends your run - Drift, slipstream, and chain risky near-misses at insane speeds - Procedurally generated maps - Stack powerful cards and upgrade your ride It's called Driving Rogue. Would you play this?
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Brendan
Brendan@EspressoMagi·
@OzAshborne No worries at all, you’re more than welcome. Going the extra mile and re-recording the laugh several times until it felt just right was worth it as it clearly shows. Best of luck with your game. :)
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The Ashen OZ | Wishlist on Steam🌂
Haha, I felt the same way! It was really satisfying to finally see Dorothy and Tip meet. I actually recorded that laugh several times because I wanted it to have a playful, boyish feeling. It's a little embarrassing to admit, but I'm glad it turned out well! lol Thank u so much for noticing those little details!
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Brendan
Brendan@EspressoMagi·
@NicoPerin3D Far out Nicolas, you seriously cooked here 🔥 This is epic as. I’m in awe of what you’ve created and excited to see what you’ll achieve with another 6 months. Hats off to you.
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Nicolas Perin
Nicolas Perin@NicoPerin3D·
@EspressoMagi Haha, quite a while 😅. I'm about 6 months in, and I've only just finished the blocking stage for the first sector. A lot of that time went into gathering references, figuring out the design, iterating, and building everything from scratch.
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