[-] popcar2@programming.dev 4 points 10 months ago

The Linux version had issues with controllers but I think the patch before this fixed the most common issues. Still, there game runs like a charm through Proton so there isn't a big reason to use the native build.

[-] popcar2@programming.dev 4 points 10 months ago* (last edited 10 months ago)

Wanderer's Crest for sure. You mention it's because it's the closest to the moveset in HK1 but I use it because it simply does the most damage with the highest attack speed. You gain one silk per hit on all crests, so the quick attack speed of Wanderer's lets you tank hits and quickly get enough silk to heal back. The high attack speed also lets you parry many attacks by just spamming, even if you didn't mean to.

I wasn't the biggest fan of it at first but when you pair it with

spoilerthe tool that increases the length of your attacks

I think it's hands down the best. Other crests can be useful in certain fights but I kept it on for most of the game.

My tier list is this:

spoiler for the name of all crests(S) Wanderer

(A) Hunter

(B) Reaper / Architect / Beast

(C) Witch / Shaman

[-] popcar2@programming.dev 5 points 1 year ago

It's been 2 hours since the game launched and I STILL can't check out. Not even steam sales had servers this busted!

[-] popcar2@programming.dev 4 points 1 year ago* (last edited 1 year ago)

Yeah, it depends on whether you expect the 2D view to be on the floor or on the wall. If it's on the floor, Z is up. If it's on the wall, Z is forwards & backwards (depth). Personally I think it being on the wall makes way more sense since we already expect from 2D view that Y is up and down, it feels weird to shift it to forwards & backwards when switching to 3D.

[-] popcar2@programming.dev 5 points 1 year ago

That should work fine, but make sure to get rid of the first few lines in the text file since they're headers for ublacklist.

[-] popcar2@programming.dev 4 points 1 year ago

If your goal is to cash in on the blog, your best bet aside from ads is to look for sponsorship opportunities. You can look into services that align with your user's interests and contact them to set up affiliate links for you (like how any decently-popular YouTube channel has a sponsored segment).

This can be in the form of an ad in the header/footer of your blog, an ad shown on the side of the screen, or affiliate links you put in your posts. If you're going to casually recommend your affiliates, I think you're legally required to add a disclaimer that it's an ad, lots of blogs do this in a small text at the top of the post.

Taking a quick look at your blog, you can probably start shooting emails to popular vpn providers and ask if they're interested in getting sponsored here.

[-] popcar2@programming.dev 4 points 2 years ago

I haven't checked since making this post but when the idea was floating around the devs said they preferred multi-communities (proposal 2). That's still on the Lemmy roadmap but isn't here yet.

That said, Piefed apparently implemented something similar to proposal 3 so maybe the devs can change their mind and copy them instead.

[-] popcar2@programming.dev 4 points 2 years ago

I like to assume people using array programming languages just have a crystal ball that they use to call upon magic runes on the screen

[-] popcar2@programming.dev 4 points 2 years ago

Finally, audio cackling in web builds should be fixed!

[-] popcar2@programming.dev 4 points 2 years ago

There's also GPT4All which has the same concept but comes with a convenient GUI rather than run on the command line. I had some fun with Mistral-7B but honestly the weaker models are too dumb to be useful.

25

Not sure if the Game Development community allows tabletop game discussion, feel free to correct me if this is the wrong place.

15

Curious to hear any feedback if anyone's interested in these games.

70

They're free to use commercially, and some of them are pretty neat if you want to show off support for the engine in your game. Preview image:

A screenshot previewing most of them

[-] popcar2@programming.dev 4 points 3 years ago

But the main language is GDScript, everything else is an alternative if you prefer not to use it.

61
submitted 3 years ago* (last edited 3 years ago) by popcar2@programming.dev to c/linux_gaming@lemmy.world

Hi everyone, I just finished writing a guide on everything you need to know in order to game on Linux. It covers Proton (Steam play), using Heroic Launcher (with Wine-GE), and all sorts of tidbits and tips I wish people had told me earlier. I hope this can be useful to someone out there!

Archive link: https://web.archive.org/web/20230816141640/https://popcar.bearblog.dev/everything-linux-gaming/

88
submitted 3 years ago* (last edited 3 years ago) by popcar2@programming.dev to c/linux_gaming@lemmy.ml

Hi everyone, I just finished writing a guide on everything you need to know in order to game on Linux. It covers Proton (Steam play), using Heroic Launcher (with Wine-GE), and all sorts of tidbits and tips I wish people had told me earlier. I hope this can be useful to someone out there!

Archive link: https://web.archive.org/web/20230816141640/https://popcar.bearblog.dev/everything-linux-gaming/

20
[-] popcar2@programming.dev 4 points 3 years ago

Pretty smooth, actually. The workflow isn't too different from Unity and I got used to things quickly by reading the docs. After getting the basics down it's mostly a matter of finding the things I'm looking for (for example Tags in Unity are called Groups in Godot). I was impressed by how smoothly everything ran and how tiny the engine itself and its files are. Unity feels like a bloated nightmare in comparison.

There are a few pain points in Godot though that people need to be aware of before getting into it though. Godot 4 has big issues with its web exports making them not very viable, and there still isn't an official way to port your games to consoles. Some of the features in Godot 4 are also somewhat experimental and aren't nearly as "battle tested" as Unity, so if you're super serious about game dev it may not be the best engine for production.

19

This is a bundle for courses on game development created by GameDev.tv, which are pretty good at teaching. The $25 bundle includes their Complete Godot 4 course and their Unreal Engine Blueprints course which might be very useful to people trying to break into game dev.

I've taken their Unity 2D course a few years ago and it was a great experience. Shame it isn't in the bundle but I guess it's one of their best sellers.

85

I've been wondering about this for a while and haven't really found a great answer for it. From what I understand, WASM is:

  • Faster than JavaScript

  • Has a smaller file size

  • Can be compiled to from pretty much any programming language

  • Can be used outside of the browser easier thanks to WASI

So why aren't most websites starting to try replacing (most) JS with WASM now that it's supported by every major browser? The most compelling argument I heard is that WASM can't manipulate the DOM and a lot of people don't want to deal with gluing JS code to it, but aside from that, is there something I'm missing?

73
Nim v2.0 released (nim-lang.org)
64

I've never used D but this really makes me want to give it a shot. Did anyone try it, and would you recommend using it?

1

Hey everyone! I just finished my submission for Kenney Jam 2023 (A 48 hour game jam). It's a bit on the short side but I'm pretty happy with the end result.

Curious to hear if anyone has any feedback!

14

Hi everyone! I'm currently working on a turn based RPG and while it's still in its early days, I'm weary about how I would balance it. After setting up the core combat I'm still sort of winging the numbers of everything.

In my head I'd like for progression to feel exponential, like going from dealing 10 damage on level 1 to 1500 on level 15, but I'm struggling to make good functions.

Has anyone here ever made an RPG? How do you go about balancing it at the start? Here's some gameplay if you're interested.

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popcar2

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