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Joined 1 year ago
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Cake day: June 15th, 2023

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  • I want to use Raylib, but mentioning it here on the fediverse doesn’t get much of a response (I can’t see a raylib community from my instance). My choice of language probably doesn’t help, though.

    My first issue is wanting vertex colors on 3D models and I am not getting this (this may be a problem with the bindings I’m using, naylib(nim-lang)). The second would be needing guidance for the 2D polygon text loader that I started.

    Maybe I could make simple GUI applications with raygui, but I don’t currently really have many viable ideas on what I would want to make.


    To OP: Another potential option is using Godot w/bindings. Design is pretty fast and flexible, then using signals is super easy.

    I’ve tested some frameworks (specific to my language, so not really helpful to most), the one that I liked more said it was declarative user interface framework based on GTK though I would prefer a similar thing for Qt and there wasn’t an ability to automatically scale text size to better fill the available button size (I was testing an adventure-book reader and hoping to use unicode characters).

    Frameworks for single page applications (or some other browser-based tech) might be ok for simple stuff. Similarly, I’ve liked the idea of TUI frameworks (yeah, because htop) but haven’t really tried that yet.



  • The publisher of this is somewhat scummy* so I wouldn’t doubt whatever this is being completely planned/manufactured to get in the headlines. Or at least the idea being originally pushed by the publisher to “boost engagement” on Imgur/Reddit.

    *= Publisher having a decent amount of games, using multiple accounts for unpaid self-promotion on Imgur (to the point I assume they either made devs do this or pretended to be them) on top of crowdfunding+early-access. Also one of the published games was de-listed on Steam temporarily due to a license dispute with the creator (who now has the rights).


  • Not sure where you’re lost.

    Re-stated: The textureless 2D art I want to do isn’t well supported. Similarly, I’m interested in 1 niche programming language and it is not well supported either (for what I want, at least). Trying to get both working together is even less likely. I think and talk about these sorts of problems more than I do things relating to them. No real projects.

    Background: OP has a (free and open-source) digital card game (the therapy one). I made simple art (with simple animations) for 2 enemies, The Laughing One and Fearmonger.

    Visual: Open this in a private tab (at least for me Imgur won’t load links properly otherwise) eye animation. I made that almost 2 years ago (not used for anything), and the feature it uses is still a PR (not merged) and it likely is not performant enough to make art for a whole game (that uses MSAA) anyways.


  • Me when I see something 1% relevant to my interests that I all-but-dropped due to very specific technical problems that nobody is solving and in some cases I may actually have a path forward (but it would be additional concessions and I also don’t want to learn/use Blender).

    The 1% in this comment is that I contributed (2) polygonal art things for OP 3 years ago (and anti-aliasing cannot be enabled for web builds and also a conflict with HDR glow). Them bones are me, but it’s not quite ADHD (maybe SzPD plus other stuff with energy, not that it’s relevant here).

    Also it’s ~6:30am (and I did not just wake up).



  • I am not a programmer, but on 2 occasions I was able to improperly fix (1 argument in 1 line stuff) very small bugs without really understanding how. I’ve also made a number converter (dec-bin-hex) at least twice. I know those aren’t a lot but it’s weird that it happened twice twice.

    I’d say there’s an issue here with language design having major tradeoffs, but maybe it’s just a paradox*? Though I have found a language I like (even though I’m not learning it because other issues), so I know it’s not impossible at least.

    *= Like the people who could make something with less tradeoffs don’t have the need/desire to do that, they just use the existing stuff. Though that is much more fitting for visual programming.


  • It seems like the old login servers don’t even exist anymore (so I don’t see how it’d actually verify unless it just checks a username’s purchase status), but yeah that launcher does work for offline. (I still have my lastlogin file assuming it can’t overwrite itself easily, but I don’t think anything uses that other than the old launcher which can’t seem to actually download the files because 404).

    It’s also interesting for the built-in modding, though it doesn’t seem to be perfect. Also added an edit to my original comment mentioning parallel timeline mods. Though I’ll just check out some classic(/revived) mods if I can get them to work.

    @Stelus42


  • Yeah, one of the things I liked in old versions was having just one type of planks (not having multiple variants of everything wood, particularly). And I’ve never cared about the bosses or searching for something 50K blocks away from spawn or whatever. The other annoyance is hunger, though eating to insta-heal isn’t much better either.

    One issue for me is that I really liked the block model system of newer versions (release 1.8), particularly as a resource pack creator. A ladder looks so much better as a few cuboids than it does as a flat texture, and my models (which I made in a text editor) looked a lot nicer than my textures.

    Also, never migrated my account. Are the servers to download the old versions from the old launcher even still up?

    Minetest could be a solution here, but it seems like most Minetest games are either following new MC’s footsteps or are doing something completely different. At least I’ve never played one that made me want to keep going, something good enough to start my own thing with (I would like chaining sticky pistons or similar things that are powerful in single-player, blocks that look cool but offer specific benefits like an iron grate floor/ceiling).


    Parallel timeline mods are interesting, though I am not having luck with trying them thus far and I also doubt the modding tools are there enough especially for me who doesn’t want to code in Java. I could also see it interesting if there were an easy way to just disable a large amount of blocks/items/mobs etc and then just add in new stuff… maybe even with data packs especially for this sort of thing.

    I am thinking about game mechanics that interact (has anyone tried liquid-like gravel/coal piles yet?) or that just connect simply/are instant (rather than high-throughput automation). Or different systems for healing/buffs/food. Maybe alternate tools/transportation/skybridges etc.

    EDIT: So they really added data packs without the ability to make “true” blocks/items (instead still dependent on entities and commands, data overridden not data driven), huh? Guess I shouldn’t be surprised.


  • I know. They added some at one point and I installed an anti-CSD package, I’m also pretty sure they pulled back some of their plans because of backlash too.

    If they go full CSD I would probably need to find something else and probably just concede+just use the slimmest window theme there is rather than something frameless even (from what I’ve seen, other window theme systems are not as modular as xfwm which allows simply deleting the sides/bottom files etc).

    Someone could probably make this concept (frameless, minimal title bar, no title on maximized, no raise-on-focus, rolled-up windows, floating window buttons that are only on focused windows) into a simple window manager, probably not me any time soon though. And I’m not sure how easy that is on Wayland (I know options exist to make it easer–such as wlroots I think–though I don’t know how it’d compare to making something for X).



  • I don’t really think of visual-only as mods. The mod scene being unsupported and thus always behind (and somewhat locked to those versions, too) what I wanted to play always bothered me.

    I made my own resource pack (odd and mediocre TBH) and I really liked making 1.8 models (which also stopped me from enjoying mods in older versions) and for a decent amount of time it was the only thing keeping me interested in the game at all (I never fixed the models for the 1.9 changes that broke the display settings and stopped playing shortly after that, never migrated my account). I never got to mess with data packs, I’m sure that would’ve been helpful.

    EDIT: I should say that Optifine was a bit of an exception for version availability and was definitely a solid choice especially if you needed performance. Some expansion to resource packs as well with negligible cost (at least with 16x), though some things like CTM top/bottom weren’t needed after 1.8 added models (to be fair, they added overlay CTM and entity models and I basically missed both of those aside from a simple prototype overlay).

    I’ve looked at Minetest which is basically 100% mods, I probably could make my own thing but I don’t really have an enjoyable base to start from.



  • I was thinking similar, though I’m also still on X with nVidia and XFCE and am in a weird way* with programming.

    I have my own custom XFWM theme that is really minimal (12px title with 8px tall buttons with some being wider to compensate, somewhat outdated example) and I’d like to expand upon it (floating titles, inset window buttons, dynamic button width, media integration) but I’ve looked at examples and don’t understand enough to even get just a rectangle for a titlebar (though X I assume for something basic, X would probably still be the easiest).

    *= the only language that I’m interested in (due to it being easy in a style I like while still having performance/capability/flexibility etc) is not popular, and worse is I have lost a bit of hope/confidence in its future (as well as its bus factor reducing further because the person who made the package manager+installer and a book walked away) so I still haven’t really done much with it.


  • If it served no purpose then it wouldn't be done. Companies don't throw resources around for no reason

    I'm guessing the point is that it's diminishing returns and maybe a solution looking for a problem. Like how companies often spend a bunch of money/resources on special effects just for the spectacle of it. Just because they spent all that money doesn't mean it is worthy of doing so in the first place.

    Their point on sales is similar, it's not that they're selling something but that they're selling something that people don't need. Like fast fashion, it's manipulation and the only purpose is money. You can look good without following a trend, and looking good (or status) should not be the only point of purchasing something anyway.


  • I am not sure this is something other engines even offered at this level, but my issue is bindings support.

    3.X had (3rd-party) production-ready bindings, even for niche languages.

    4.X, with hopes of improving support for compiled languages, has a new bindings system meaning that all bindings need to be redone as a new effort. This happened with the language that I’m interested in, the group that made the production-ready 3.X bindings abdicated the crown and there have been splintered efforts by individuals to work on 4.X bindings.

    So it (3.X vs 4.X) is language vs engine features. When/if 4.X bindings do come out, it is not known how similar they will be so (aside from non-Godot-specific code) that will likely add complication to it as well.


    I don’t really care about consoles (needing to jump through hoops to develop for it is one reason) so a different potential issue would web export limitations. Both for different languages and for visual quality (AA). Those were issues in the past, though I’m not actually sure where they’re at now (the 4.1 docs do say you can’t have C# web exports in 4.X).



  • I said free, fullstop. Meaning gratis. No microtransactions or even ads (if I can help it… kinda hard to find on Android, though I can ignore mobile/just use fdroid), so that’s not the issue either. Also I typically don’t play multiplayer games.

    I often skip over of anything that calls itself a demo or shouts “Check out my new Steam game/crowdf-” etc before I know much else about it.