[-] popcar2@programming.dev 29 points 2 weeks ago* (last edited 2 weeks ago)

with the most shitass graphics and games

Man what, the PSP was the most advanced handheld of its time. The DS had a worse screen and was much weaker but got away with it because games were really simple visually. PSP games look great.

[-] popcar2@programming.dev 34 points 1 month ago

Eh, it sounds like a statistics error. "Unknown" jumped up as soon as Windows went down, and I don't think they lost 15% market share in only one year.

[-] popcar2@programming.dev 28 points 4 months ago* (last edited 4 months ago)

Not OP but:

One of the big points of the franchise is that Scott is a loser. He's jobless and is leeching off his best friend by living at his place, he dates a high school girl because she likes showing him attention, then he ignores her and cheats on her with Ramona.

When the movie came out, people thought Scott was a cool geek fighting to get the girl... That wasn't the message at all. The comics go way more in-depth because the movie didn't have much time for it.

It's also implied that Ramona is kind of a loser too that runs away from her problems and waits for someone to fix them for her, hence making Scott deal with her "seven evil exes" instead of confronting them herself and making up with them.

128
submitted 11 months ago by popcar2@programming.dev to c/games@lemmy.world

cross-posted from: https://programming.dev/post/38068209

We couldn't possibly be more excited to announce that we've completed the Early Access development of Hades II, and officially launched v1.0 of the game!! Whether you've been playing all through Early Access or this will be your very first foray into our take on the Underworld of Greek myth, we welcome you and thank you for joining us!

I'm playing it right now after a year of not playing early access (I decided to wait until full release). It's so much more polished and I'm glad I waited, from the get-go I noticed combat is a lot smoother, and all the menus and art have been improved.

Anybody playing it here? What're your impressions?

1
submitted 11 months ago by popcar2@programming.dev to c/hades@lemmy.zip

We couldn't possibly be more excited to announce that we've completed the Early Access development of Hades II, and officially launched v1.0 of the game!! Whether you've been playing all through Early Access or this will be your very first foray into our take on the Underworld of Greek myth, we welcome you and thank you for joining us!

I'm playing it right now after a year of not playing early access (I decided to wait until full release). It's so much more polished and I'm glad I waited, from the get-go I noticed combat is a lot smoother, and all the menus and art have been improved.

Anybody playing it here? What're your impressions?

23
  • Added Dithering effect option in Advanced video settings. Reduces colour banding but can slightly soften the appearance of foreground assets. Defaults to 'Off'.
  • Updated Herald's Wish achievement description to clarify that players must both complete the wish and finish the game.
  • Fixed Savage Beastfly in Far Fields sometimes remaining below the lava.
  • Fixed rare cases of Shrine Guardian Seth getting out of bounds during battle.
  • Fixed rare case of Second Sentinel knocking the player out of bounds during battle.
  • Added catch to prevent Lugoli sometimes flying off screen and not returning during battle.
  • Further reduced chance of Silk Snippers getting stuck out of bounds in Chapel of the Reaper battle.
  • Fixed various instances of dying to bosses while killing them causing death sequences to play messily or out of sync.
  • Fixed Shaman Binding into a bottom transition causing a softlock.
  • Cocoon positions in some locations updated to prevent it spawning in inaccessible areas.
  • Fixed Liquid Lacquer courier delivery not being accessible in Steel Soul mode.
  • Fixed some NPCs not correctly playing cursed hint dialogues in certain instances.
  • Fixed Pondcatcher Reed not being able to fly away after singing.
  • Fixed Verdania memory orbs sometimes replaying layered screen-edge burst effects.
  • Fixed the break counter not working for certain multihitter tools eg Conchcutter.
  • Fixed Volt Filament damage multiplier not applying for certain Silk Skills.
  • Fixed Cogflies and Wisps inappropriately targeting Skullwings.
  • Fixed Cogflies incorrectly resetting their HP to full on scene change.
  • Fixed Curveclaw always breaking on the first hit after being deflected.
  • Fixed Plasmium Phial and Flea Brew sometimes not restoring as intended at benches.
  • Various other smaller tweaks and fixes.
15
submitted 11 months ago* (last edited 11 months ago) by popcar2@programming.dev to c/gamedev@programming.dev

Saw this today and thought it was interesting.

Most surprising was ESRB claiming 78% of parents regularly use ESRB ratings and 86% use parental controls on their kid's console.

Maybe it's just that parents have gotten more technical and aware of bad content but it felt like every single child was playing mature games like GTA V back in the early 2010s. Nobody cared what kids were playing.

Another shocking stat was Dragon Ball Sparking Zero being the #5 top grossing PC/Console game in 2024. I know that series is popular but... How? There's been very little buzz around it.

219
Godot 4.5 is finally out! (godotengine.org)
83
submitted 11 months ago* (last edited 11 months ago) by popcar2@programming.dev to c/games@lemmy.world

cross-posted from: https://programming.dev/post/37310154

Patch Notes:

  • Fixed situation where players could remain cloakless after Slab escape sequence.

  • Fixed wish Infestation Operation often not being completable during the late game.

  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.

  • Fixed getting stuck floating after down-bouncing on certain projectiles.

  • Fixed courier deliveries sometimes being inaccessible in the late game.

  • Fixed craft bind behaving incorrectly when in memories.

  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.

  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.

  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.

  • Fixed Snitch Pick not giving rosaries and shell shards as intended.

  • Fixed Swamp Squits becoming invincible if hit under water.

  • Fixed instance where Lugoli could leave the arena and not return.

  • Removed float override input (down + jump, after player has Faydown Cloak).

  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.

  • Reduction in damage from Sandcarvers.

  • Slight increase in pea pod collider scale.

  • Slight reduction in mid-game Bellway and Bell Bench prices.

  • Slight increase in rosary rewards from relics and psalm cylinders.

  • Increase in rosary rewards for courier deliveries.

  • Various additional fixes and tweaks.

Not mentioned in the patch notes is that they apparently made many environmental hazards deal 1 damage instead of 2, including the worms at Blasted Steps and the cogs in act 2. In classic Team Cherry communication, they just didn't include it in the patch notes!

22

Patch Notes:

  • Fixed situation where players could remain cloakless after Slab escape sequence.

  • Fixed wish Infestation Operation often not being completable during the late game.

  • Fixed wish Beast in the Bells not being completable when Bell Beast is summoned at the Bilewater Bellway during the late game.

  • Fixed getting stuck floating after down-bouncing on certain projectiles.

  • Fixed courier deliveries sometimes being inaccessible in the late game.

  • Fixed craft bind behaving incorrectly when in memories.

  • Fixed Lace tool deflect soft-lock at start of battle in Deep Docks.

  • Fixed Silk Snippers in Chapel of the Reaper sometimes getting stuck out of bounds.

  • Fixed Claw Mirrors leaving Hornet inverted if taking damage during a specific moment while binding.

  • Fixed Snitch Pick not giving rosaries and shell shards as intended.

  • Fixed Swamp Squits becoming invincible if hit under water.

  • Fixed instance where Lugoli could leave the arena and not return.

  • Removed float override input (down + jump, after player has Faydown Cloak).

  • Slight difficulty reduction in early game bosses Moorwing and Sister Splinter.

  • Reduction in damage from Sandcarvers.

  • Slight increase in pea pod collider scale.

  • Slight reduction in mid-game Bellway and Bell Bench prices.

  • Slight increase in rosary rewards from relics and psalm cylinders.

  • Increase in rosary rewards for courier deliveries.

  • Various additional fixes and tweaks.

19

programming.dev has been having some server issues lately. I've also occasionally been getting REALLY slow response times, waiting 5+ seconds to refresh the page.

84

What a game. I guess now I have to wait 7 more years for the DLC.

20

This RC2 fixes the last of the critical regressions that we are aware of. Unless someone reports a new regression coming from the changes made in RC1 or RC2, we should be on track to release 4.5 stable soon.

Fiiiinally. Hopefully everything is patched up because 4.5 has been in feature freeze for a while now.

89
submitted 11 months ago by popcar2@programming.dev to c/soulslike@lemmy.zip
45
[-] popcar2@programming.dev 35 points 1 year ago

MIT is the de-facto license that says "Do what you want with the software, just give me credit. Also, I don't owe you anything".

It lets people do basically anything with it but protects you from:

  • People who would steal your project and claim they were the original creators (your name and copyright info is filled in the license which they have to include and mention)

  • Any sort of liability or warranty - people can't blame you for any damage done by your software

[-] popcar2@programming.dev 33 points 1 year ago

The project is for making unofficial drivers for Apple's chips, which very few people are trying to do. Without Asahi, you can't run Linux on Macbooks.

[-] popcar2@programming.dev 28 points 2 years ago

I remember so much pessimism last year that people's complaints will change nothing and that almost every Unity dev is too deep and won't be able to switch engines.

Well, guess what, so many people did switch and Unity did feel the hurt. The community really did take action.

Everyone's going to (rightfully) dunk on Unity but I think this is a great move and it's nice that the engine isn't going away. Competition is always good, and I'm happy for the devs that did stick with the engine. Lots of studios celebrating on social media with a sigh of relief. I still think Godot is going to eat Unity's lunch the next few years so they better step it up.

[-] popcar2@programming.dev 28 points 2 years ago

Compiling to bash seems awesome, but on the other hand I don't think anyone other than the person who wrote it in amber will run a bash file that looks like machine-generated gibberish on their machine.

[-] popcar2@programming.dev 29 points 2 years ago* (last edited 2 years ago)

This really sucks, he was doing a great job as a core contributor. I'm not going to speculate on the why since it looks like internal drama between him and the team, but what shocks me is how sudden he left. He just finished and merged a big PR to rework the project manager UI a day before this tweet.

Edit: The Godot Foundation just released a statement

It is true that the Foundation has parted ways with Yuri. Please respect that we as an organization will not go into further detail, we value protecting any former contractor’s privacy over public demands.

However, due to the rampant speculations out there we see the need to emphasize: This situation has nothing to do with Yuri being of Russian descent (a country he has not resided in since before our contracts). We always have and will continue to condemn personal attacks, on Yuri as well as anyone else we are working with.

Lastly, Yuri was one of many valuable contributors to the project, his absence will be felt. The core team is working hard to ensure that we can continue working efficiently.

[-] popcar2@programming.dev 29 points 2 years ago

Just for fun, it's more of a toy. That said, the source code is available so someone could probably extend it to something a little more serious.

[-] popcar2@programming.dev 34 points 2 years ago

The servers can't even seem to keep up

A screenshot of the fund.godotengine.org servers down

[-] popcar2@programming.dev 36 points 3 years ago

As far as I know Unreal's source code is available but the licensing isn't, so the company still owns it and can still charge you for using it.

[-] popcar2@programming.dev 29 points 3 years ago

Web development feels like it's stuck in the early 2000's. I've ranted a lot about it over the years but I just don't know how everyone is okay with it. I'm sure tons of people will disagree.

HTML is bad. The language itself feels unintuitive and is clunky compared to modern markdown languages, and let's be honest, your webpage just consists of nested <div> tags.

CSS is bad. Who knew styling can be so unintuitive and unmanageable? Maybe it made sense 25 years ago, but now it's just terrible. It's very clunkily integrated with HTML too in my opinion. Styling and markdown should be one easier to use language where 50% of it isn't deprecated.

Javascript has been memed to death so I won't even go there. Typescript is OK I suppose.

And now for my hottest take: ~10+ years ago I saw web building tools like Wix and I completely expected web development to head in the direction using a GUI to create, style, and script from one interface, even allowing you to create and see dynamic content instantly. I've seen competitors and waited for "the big one" that's actually free and open source and good enough to be used professionally. It never happened. Web dev has just gone backwards and stuck in its old ways, now it's a bloated mess that takes way more time than it deserves.

The Godot engine is actually a pretty good option for creating GUI apps and it's exactly what I envisioned web dev should've been this past decade. One language, intuitive interface, simple theming and easy rapid development... Shame it never happened.

view more: ‹ prev next ›

popcar2

0 post score
0 comment score
joined 3 years ago
MODERATOR OF