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babuskov

5,374 karma · joined August 23, 2011

Started programming when I was 9. Built my first game using assembler on Amiga 500 when I was 13. Later moved to C, C++, Java, PHP, JavaScript.

Founded a couple of open source projects, most remarkable being flamerobin.org, which is now the default administration GUI for the open-source FirebirdSQL DBMS. I got really close with people in that community (had beers with most core developers ;) and even presented some papers/sessions at three Firebird conferences. I also run the official Firebird FAQ website at firebirdfaq.org.

Wrote some shareware software available at guacosoft.com. Most successful product is a home-inventory application called Attic Manager.

From 2009 got interested into web space, but mostly kept alive by making accounting software.

In 2014, tested waters on Android, built a space shooter game Drone Invaders in just 23days: http://bigosaur.com/blog/23days

In 2018, built and released Rogue Bit, a puzzle game about computer internals. You play as a single bit of RAM who became sentient and decide to escape the computer into the real world:

http://roguebit.bigosaur.com

From 2015 to 2021, built "Son of a Witch", a roguelike brawler best explained as a mix of Castle Crashers and The Binding of Isaac. It's available on Steam and Nintendo Switch:

https://sonofawitchgame.com

Currently working on a puzzle game called Block Buster Billy, which can be best described as Baba Is You meets Math:

https://bigosaur.com/bbb

You can see my progress on my Twitter: @bigosaur.

You can e.mail me at milan_at_bigosaur dot_com.

submissionscomments
babuskov··on JQuery to React: How we rewrote the HelloSign editor
> The 'proper approach' would presumably be to report this bug to them directly, to ensure that the right people see it

I do that for products where I'm a customer and I actually care about using. I got to sign that HelloSign document because one of my business partners requested it, so if anyone should report bugs, it would be them. This was my first time using HelloSign, and it left a bad first impression.

I just find it amusing that they are bragging on top of HN about a product feature that doesn't even work properly.

> rather than assuming that downvotes are coming from the company!

Who else then?

babuskov··on JQuery to React: How we rewrote the HelloSign editor
> All three components—the Editor, Signer, and completed document—must display accurately

Except they don't, so the whole blog post should be taken with a grain of salt.

I just signed a document a few days ago (on Sept 28th). I didn't like the default font for signature they offered, so I picked some other, script type of font. Everything was fine until I saved it. And suddenly, the signature switched to some completely different serif font.

The document wasn't really that important to me, so I let it go like that, but doesn't look like something I would trust currently.

EDIT: HelloSign people are obviously reading this. Instead of down-voting me, the proper approach would be to ask for details and fix your bugs. For example, I just tried another document on Windows and it worked properly. For the problematic one, I was using Firefox on macOS, so maybe you should look into that. I can also send you the document ID hash if you ask nice.

babuskov··on DuckDuckGo is growing fast
On one of my old devices, I still have an old version of Safari (which fails to update) and when I open Google it asks to accept some terms, but their JavaScript is "modern" so I cannot click that dialog away. So, I'm switched to DDG on it and it works fine for general search, esp. as it seems less attacked by "SEO optimized" spam sites. But Google is still better in some areas. Like when I check something that has a date+time as an answer, Google computes it into my timezone. And non-English search is much, much better in Google.
babuskov··on Rocket League now requires an Epic account to play, even through Steam
And it's even required for offline, split-screen, local multiplayer! You can't even get into the main menu.
babuskov··on I lost €4k in a Facebook scam
Cool :)
babuskov··on I lost €4k in a Facebook scam
> you should have done some research

Just to be clear, this didn't happen to me. I just posted what Niek van der Maas wrote on his GitHub. I don't think he's even reading this HN thread, so no use giving him advice.

babuskov··on I lost €4k in a Facebook scam
> Your mistake is...

Not mine. I just posted what Niek van der Maas wrote on his GitHub. I don't think he's even reading this HN thread.

babuskov··on Using Vim for C++ Development
> It’s easily the equal in precision of the Intellisense server that some of my colleagues use and doesn’t bog down the same way. Even the method renaming is pretty solid.

> For me at least it’s a small but consistent productivity increase over any of the alternatives I’m aware of

Have you tried Eclipse CDT?

Since nobody mentions it, I guess I have to. It takes some time to set it up (system paths, etc.) but once you do, it makes browsing and refactoring code a breeze.

It works much faster than Intellisense and stuff like dependency trees (call hierarchy, etc.) are much easier to navigate.

I'm using it as my main editor since 2014 or so. Have tried various alternatives on all 3 platforms (Linux, macOS, Windows), but I always go back to it for C++ dev.

babuskov··on How I built a keyboard/video/mouse switch for my two 4k monitors
I have one that's in-between. The monitor is always "present", only the keyboard and mouse get (dis)connected. It works fine, since it avoids the biggest problem of adjusting the screen resolution which can reposition desktop icons, etc. The only drawback is a 3-4 delay as USB mouse/keyboard is reconnected.

The price was around $50 IIRC.

babuskov··on Godot 4.0 will get a new lightmapper
Most indies already use Unity, which has support for all consoles. Most indies don't even know a single native API call. Unless the game needs something very special, they just use Unity API for everything.
babuskov··on Godot 4.0 will get a new lightmapper
API lockdown is most probably to prevent crackers from learning enough about the system to create pirated copies of games.
babuskov··on Why are Soviet math textbooks so hardcore in comparison to US textbooks? (2017)
> fundamental science, more inventions, better medical care, or better-run businesses?

University education fixes these problems. People who only finish high-school rarely do science later in life.

babuskov··on Valve's Proton Has Brought 6000 Windows Games to Linux So Far
It sure is amazing currently, but I fear in the long run nobody would even bother to make native Linux versions anymore.

It's such an easy out for developers. Why bother when people will make it work on Proton somehow and you don't have to promise anything nor do Linux support.

babuskov··on Learning to See in the Dark (2018)
I was just wondering a couple days ago why the image from my phone is so grainy, while my eyes+brain can see everything clear in the dark (it wasn't completely dark, of course).

This seems to replicate the post-processing we do in our brain (which is also a giant neural network). I wonder if the process is similar?

babuskov··on For 11 Years, the Soviet Union Had No Weekends (2018)
People in underpaid jobs in my country have a similar saying that translates roughly to: "I can always work less than you pay me".
babuskov··on What Are Spomeniks?
Native speaker here.

Spomenik comes from "spomen", which translates to "recalling /remembering someone dead or some event from the past". It's basically a memorial that should invoke the viewer to recall the events past and/or people who were involved.

While spomenik is used for all monuments around the world, when someone just says "spomenik" the first thing that comes to my mind are those post-WWII spomeniks - probably because there's so many of them.

I feel like monument isn't a right translation. Do you call Eiffel Tower a monument? If yes, I can tell you that Eiffel Tower is definitely not a spomenik. If that is the case, "memorial" is the proper translation for spomenik.

babuskov··on Why Top Posting Has Won (2018)
Top posting has won because major e-mail clients (gmail) made it the default. When you hit reply, they add two newlines at the top and place your cursor there. You really have to go out of your way to bottom post.
babuskov··on [dead]
Luckily, Git is distributed, so everyone can connect directly and exchange commits. /s
babuskov··on Dolt is Git for data
Github was made because people wanted to use Git really bad, but the UX wasn't there. Git was already successful at that point.

Git succeeded because it was good. Github just made it more accessible.

babuskov··on Turning Back the Clock on Aging Cells
> Earth is a paradise

That will surely change if everyone keeps living forever and you get 100 billion people on it.

babuskov··on Ask HN: What projects are you working on now?
Making a big free update to my game Son of a Witch. So all the players who already bought my game in the past few years have something new to play:

https://sonofawitchgame.com/

babuskov··on Facebook asks for a moat of regulations it already meets
You could apply the same label to many other entertainment products and websites as well.
babuskov··on Spelunky Level Generator Lessons (2013)
I love Dead Cells as a game (slick combat, great graphics and atmosphere, etc.), but it's levels are one of the weak design points IMHO. They are nowhere near as fun and interesting as Spelunky's. Dead Cells levels are just simple tree-like structure that branch out and have a bunch of random rooms placed alongside the branch. It even has errors where you get two checkpoints so close, they can fit on one screen. The only exception is level 5 where you have teleport doors that add some interconnections, but the rest of the game levels are meh. You start going down a side path and you know it's a dead-end every single time.
babuskov··on Show HN: A 2D game engine in under 1000 lines of C
Using header files is great when starting new projects. When I wrote my first game engine, I tried to keep everything in .h files. There are two benefits:

A minor one, but still saves some time: You don't have to think about build system. Just compile a single .c file on the command line. You can quickly add and remove .h files while prototyping, without having to add/remove files to the project.

A major one: is that you cannot create cyclic dependencies. This helps to get your call hierarchy right. When using header files only, the only way to get cyclic dependency is to use a forward declaration and every time you feel like you need to do that, a big red flag is raised in your mind. And then you start to think how to do it properly. This is even more important in C++ where you have to think about responsibilities of every class. It prevents you from creating too coupled code.

When the project grows and compilation times get long, you should split all of those into separate compilation units, so that you can use multi-threaded builds (via ninja, or make -j).

babuskov··on How to make roguelike games in Rust
Thanks. If you have any feedback on the game, feel free to shoot me an e-mail (it's in my HN profile).
babuskov··on How to make roguelike games in Rust
Well, I have another, much more popular game that I pitched to Nintendo to get the dev kit:

http://sonofawitchgame.com/

It's got features from festivals like IndieCade, and had really good Steam reviews during Early Access, so getting a dev. kit was relatively easy.

Rogue Bit came afterwards.

BTW, I tried to check out your game, but your websites (both .com and .us from HN profile) seem to be unreachable? If you're pitching to Nintendo, you need to make sure everything works and you present yourself as an established studio.

babuskov··on How to make roguelike games in Rust
> I would guess about 2,500 copies based on your Steam review count.

I have 4 games on Steam, and "review to sale number" ratio is all over the place, so it isn't that easy to use for estimation. You can get some idea, but 2500 is nowhere close really.

> Did you sell a lot more on Switch or something? I really would be surprised if an ASCII game could sell 20k on Switch.

About 2/3 of the sales were on Switch. I was surprised as well. I meant the game to be Steam-only, and then some of the players asked for a Switch version. I was blown away after the first month of release.

IMHO, turn based (or just slow paced) puzzle games are awesome for Switch because of the portability. In the evening when the kids have finished playing their Zeldas and Dragon Quests, you can lay back and solve a couple of puzzles until it's time to sleep. Looking at my personal play times, the game I play on Switch the most is "Baba is You".

babuskov··on How to make roguelike games in Rust
Hm, it does make sense. Perhaps I should make another, gameplay trailer as well. Steam allows multiple trailers anyway. Thanks.
babuskov··on How to make roguelike games in Rust
Showing gameplay would be pointless because 99% of the gameplay is in player's head, analyzing the code, maybe even writing some down on paper. If you just look at the screen, it doesn't make much sense.

Here, try looking at this gameplay video:

https://www.youtube.com/watch?v=u4RskXHDLzo&t=183s

It's hard to pick any point in that 75 minute video that would be a good trailer material. There's nothing visually spectacular except some static ASCII art and there's no surprise mechanics that would draw attention. The game itself isn't about ASCII art anyway, so having that in the trailer wouldn't make you learn much.

But then again, it isn't a game for everyone. It's for people who are into hacking, computer internals, binary/hexadecimal numbers or assembly/machine language.

babuskov··on How to make roguelike games in Rust
I don't know about roguelikes success (Cogmind comes to mind), but I can tell you that ASCII games can be successful if you have a good idea. For example, I spent about 2 months making Rogue Bit just over a year ago:

https://roguebit.bigosaur.com/

And it sold over 25000 copies so far.

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