FAQ - Feel free to ask, but look here first.

This is a general FAQ. For individual FAQs, for now see the readme files.

Q: Why is this site broken in (browser)?
A: Your browser doesn't support semantic HTML. I decided in the name of accessibility that I'd take the plunge. Ideally, I'd like my games to be playable by anyone, so making my site usable by anyone is a good first step. I've also made other improvements, including linking directly to the equivalent mobile pages, switching out some GIF files for smaller PNGs, and putting up my first APNG, which for my game art is way smaller than an animated GIF and like ⅔ the size of a WEBP without compression, and only marginally larger than a WEBP at 85% quality. Plus it loads faster. At any rate, the mobile site will forego animations (for now, at least) to save everyone on data.

Q: Is there an ETA on any of these?
A: No. All of these are free-time projects that lose out on time because of full-time work. They'll be done when they're done.

Q: How do you keep so many irons in the fire?
A: It helps that many of them, especially the various items under the Ruby umbrella, are cross-functional. Jerako as a whole is a single world, so things in many of the games influence each other, like where things are in the world, and chronological details. That and a lot of shared assets between them. Working on any part of Ruby is probably going to benefit all of it somehow. Otherwise, the truth of the matter is attention gets focused somewhere and the rest gets some amount of drip-feed of ideas over time.

Q: Is there a main project you work on?
A: In a word, no. I've tried to keep a main project and a current obsession, but for the most part, I keep a current obsession. There are other projects that have significant work from that, but not enough visually to put here. Ultimately, math and writing doesn't make for a good mock-up. I usually bounce between a few select projects that may or may not be on this site.

Q: Does that mean all the others have stalled?
A: Oh, heck no! I'm still writing down ideas for them all and doing bits and pieces. Just not giving them all dedicated time like I used to when I had more to dedicate. Everything you see here is getting at least a little attention unless otherwise stated.

Q: Help! One of the projects isn't listed anymore!
A: That project probably wasn't getting enough attention for me to justify keeping it here. It's likely not dead, just sleeping.

Q: Could you use a bit of help with these to make them go faster?
A: I tried that with one called The Power of Commands. It didn't go well. What started as a group project with people I knew from my main online home at the time ended with me scrapping nearly all of the resources and doing it myself. Basically, I learned that if you want a team, you need to have good lines of communication and a shared, or at least very clear, vision. So, in a word, no.

Q: What will these cost?
A: A fair, but as-of-yet undertermined price. I'm not going to gouge you.

Q: Will there be demos?
A: Yes. On top of that, some of these will also have premium versions with extra features for those who want to pay a little bit extra. Give a little, get a little.

Q: Can you help me with my game?
A: No. My advice is to either run or put yourself out of your misery. Games take dedication and LOTS of time. I had no idea what I was getting myself into when I started.

Q: Can you crank out a tool for me?
A: If you think it's useful enough for others, you can contact me at joseph[period]bauer["a" swirl]programmer[full stop]net and we might be able to work something out.

Q: Who does your graphics?
A: Me, barring one exception in The Power of Commands which is about all I salvaged from my team. I also do all my own writing, music (minus what my brother feels like giving me), and programming. I'm a one-man band.

Q: What software do you use?
A: Paint.NET for graphics, Anvil Studio for MIDI music, and PxTone for WAV music. For programming, I use Visual Studio, Java Eclipse, and Notepad++ for my web development stuff. I hope to eventually delve into Unity, because if there's one thing I've learned, it's that rolling your own engine is just not worth it.

Q: What language do you write in most?
A: That's a tricky question. I favor C#, but it's not always the best choice for what I want to do. Java is also up there and I do a lot of HTML and CSS, but obviously not for game programming.



If you have any other questions, feel free to ask me at joseph[full stop]bauer[swirly "a"]programmer[point]net.