Latest Comments by TiZ
The Steam Deck has released, here's my initial review
25 Feb 2022 at 6:50 pm UTC Likes: 2
25 Feb 2022 at 6:50 pm UTC Likes: 2
Excellent writeup, Liam. I picked up a 1TB microSD in preparation for this, formatted it BTRFS, and moved most of my library over to it. I still have 200GB free on it thanks to transparent compression; the whole thing is zstd:3 and I saved 160GB!! Do you know if Deck will support BTRFS on microSDs?
Windjammers 2 is out and it works perfectly on Linux
26 Jan 2022 at 3:50 pm UTC
26 Jan 2022 at 3:50 pm UTC
Quoting: elmapuldid they improve their emulator? the last time i checked it was an piece of shit.There's no emulation in play here. It's a brand new game programmed from the ground up for modern platforms.
i'm not talking about how accurate it played the game, but the usability in general.
Devs quit Skullgirls and Indivisible studio Lab Zero Games, issues with studio owner
25 Aug 2020 at 5:58 pm UTC Likes: 13
25 Aug 2020 at 5:58 pm UTC Likes: 13
Holy shit. I shouldn't be surprised that the comments of a Linux gaming website has such headass takes, but yet here I am. I don't know if it's my bad for thinking the climate might improve over time, or y'all's bad for going bad-faith against the victims and playing devil's advocate in favor of the abuser. It's always about "cancel culture! cancel culture! cancel culture!" I'm sick of hearing about the "cancel culture" boogeyman every time news of abuse comes out and a community takes action to make things right. If that means ousting someone in a position of power, I'm personally in favor of making sure the door hits them on the way out.
I'm glad the article at least is straight to the point with the facts of the matter. Those who left Lab Zero did so because Mike Z created an unsafe work environment with his behavior. There's no "snowflake" stuff at play here. If you think that an employee should endure that sort of behavior from an employer, you're messed in the head and part of what enables garbage people like him to continue to be garbage.
Cybik didn't even work for L0 in any sense of the word; he was a volunteer who kept the code in sync and he left in solidarity with the employees who quit. He's been doing all that work for free and he's got a better moral sense than half of the people in this comment area.
I'm glad the article at least is straight to the point with the facts of the matter. Those who left Lab Zero did so because Mike Z created an unsafe work environment with his behavior. There's no "snowflake" stuff at play here. If you think that an employee should endure that sort of behavior from an employer, you're messed in the head and part of what enables garbage people like him to continue to be garbage.
Cybik didn't even work for L0 in any sense of the word; he was a volunteer who kept the code in sync and he left in solidarity with the employees who quit. He's been doing all that work for free and he's got a better moral sense than half of the people in this comment area.
FNA 20.05 (XNA4 reimplementation) is out with a brand new 3D graphics library 'FNA3D'
1 May 2020 at 7:57 pm UTC
1 May 2020 at 7:57 pm UTC
I noticed you using they/them to refer to Ethan. Is Ethan non-binary? I don't remember any statements regarding gender being made one way or another, but if that's the case, I would like to know so I can use the correct pronouns moving forward. :)
FPS game 'STRAFE: Millennium Edition' has just added Linux support
28 Mar 2018 at 2:01 pm UTC
28 Mar 2018 at 2:01 pm UTC
Quoting: KithopThen I started looking a little deeper, and it's very much not what I'd expect from a typical 'modern retro' Quake-esque shooter. Maybe some of the raw in-game mechanics are similar, and definitely the art style, but it's otherwise overarchingly a very different style of game. A style of game that, unfortunately, is really not my thing, personally, which is unfortunate because I loved these guys' marketing style, and I want to want this game.I actually would really like to hear more about this too. I currently scratch my roguelite FPS itch by using Oblige and GZDoom with some randomizer PWADs, but this looks like *a legit implementation* of what I'm looking for. What do you not like about it? For all I know, what you don't like could be something I love about it or just don't mind. But hearing "It looks like Quake! ...wait a minute." makes me worry.
CROSSNIQ+ is a puzzle game that's a little like Bejeweled mixed with a Rubik's cube
6 Mar 2018 at 4:02 pm UTC Likes: 1
6 Mar 2018 at 4:02 pm UTC Likes: 1
Thanks for covering this. I really believe in this game and I'm glad you're supporting it too. <3
A look at 'Heart&Slash', a fast-paced 3D brawler with roguelike elements
25 Sep 2016 at 3:04 pm UTC
25 Sep 2016 at 3:04 pm UTC
Hi, I played in early access.
Persistent progress refers to two things: the possible weapons you can receive in each run, and buffs that you will start out with. New weapons and new buffs are unlocked primarily by defeating a certain number of a certain enemy. When you defeat a boss, you also unlock the body set for that boss. When I say buffs, I mean increased attack power as well as resistances for all three elements that you get pretty much for good. They show up as green icons at the top left, under your health and weapons.
You can in fact change the weapon switching scheme. I'm disappointed in you for not doing your due diligence before writing on it; you would have found it just by looking at the configuration options. It's in the input settings. When you change to the alt switching scheme, you'll need to set a button for your primary weapon. Then you just press to switch.
Persistent progress refers to two things: the possible weapons you can receive in each run, and buffs that you will start out with. New weapons and new buffs are unlocked primarily by defeating a certain number of a certain enemy. When you defeat a boss, you also unlock the body set for that boss. When I say buffs, I mean increased attack power as well as resistances for all three elements that you get pretty much for good. They show up as green icons at the top left, under your health and weapons.
You can in fact change the weapon switching scheme. I'm disappointed in you for not doing your due diligence before writing on it; you would have found it just by looking at the configuration options. It's in the input settings. When you change to the alt switching scheme, you'll need to set a button for your primary weapon. Then you just press to switch.
Skullgirls Developers Detail What's Going On With The Linux Port
17 Sep 2014 at 1:39 pm UTC
17 Sep 2014 at 1:39 pm UTC
They didn't have what it takes to make the Windows port, either. Yet they did promise it because they trusted their code to someone and it paid off. Yes, it was naive to believe that a volunteer would be able to take the codebase all the way to Linux all by himself. But it wasn't a thing of ill will. They messed up. You can continue beating the dead horse here or you can step back and give them a chance to make it right.
Quoting: SkarjakAlso, as someone else estimated, it couldn't have taken more than 10000$ to make the linux port happen, unless their code is really terrible.I JUST explained this. What, did you stick your fingers in your ears and go LALALALA?
If they started the campaign asking for 150000$ and got much more, surely they could have used some of the extra money for the port rather than adding some new animation somewhere?"adding some new animation somewhere?" No, it's an entirely new character. Multiple entirely new characters. Did you not watch the video? This requires considerable effort. Let me reiterate this for you and for everyone else, although at this juncture I don't think any of you are capable of understanding. The indiegogo was meant to create new content for the game that already existed on 360 and PS3. The Windows version that came of it was a happy side effect, and this situation here an unhappy side effect. No, they're not going to spend any of the money they were given to use for game content in order to fund a port. They shouldn't! So in that conext, yes, absolutely, they made a promise they shouldn't have, and I'd love it if we could stop beating this dead horse. But that doesn't give you guys the right to try and dictate what they do with their project funds. They owe us an earnest effort to make the Linux version exist, or a refund if you donated on the impression that a Linux version would be funded. They do not owe us redefining the purpose and direction of their project.
Skullgirls Developers Detail What's Going On With The Linux Port
17 Sep 2014 at 5:58 am UTC Likes: 3
17 Sep 2014 at 5:58 am UTC Likes: 3
There are two very important points that nobody has brought up yet that explains a lot of the glaring inconsistencies. I would have thought render would have jumped on this first one right off. Maybe he did; I skimmed the comment thread because I really wanted to refute these ignorant assertions.
First of all: the IGG fundraiser was originally going to create content for the Xbox 360 and PS3 versions. The Windows port was paid for by Marvelous AQL through taking cuts of the initial sales (that is, sales outside of the backers for the fundraiser), and they did the port. If they couldn't fund development for Windows through the IGG, then why would they be able to fund development for Linux with it?
And second of all: the assertion that the sum of money they received should be enough to fund the port themselves. They really do need every bit of that to fund the content. I know that without any perspective on how difficult game development actually is, that's hard to swallow, but this video I feel does a good job of explaining it: https://www.youtube.com/watch?v=US7RbhjMo78 [External Link] Seriously, the production value for this game is through the roof; the only 2D indie game I can think of that comes close is Dust: An Elysian Tail. The composer for the score is Michiru Yamane, the very same who worked on Castlevania. The voice talent consists of the likes of Cristina Vee, Michelle Ruff, Lauren Landa, and Liam O'Brien; though you might know them better as Noel Vermillion, Rita Mordio, Yan Leixia, and Lezard Valeth (in Silmeria, not Lenneth). And as for the high-quality visuals, you can see them here: https://www.youtube.com/watch?v=ixLjhonClsg [External Link] Stylistic taste aside, there is not a 2D fighter out there that has half the visual quality Skullgirls does, full stop. If you still can't believe that the funding must be entirely dedicated to the content after all of this, then I really don't know what to tell you other than to make a game yourself and see how hard it actually is.
First of all: the IGG fundraiser was originally going to create content for the Xbox 360 and PS3 versions. The Windows port was paid for by Marvelous AQL through taking cuts of the initial sales (that is, sales outside of the backers for the fundraiser), and they did the port. If they couldn't fund development for Windows through the IGG, then why would they be able to fund development for Linux with it?
And second of all: the assertion that the sum of money they received should be enough to fund the port themselves. They really do need every bit of that to fund the content. I know that without any perspective on how difficult game development actually is, that's hard to swallow, but this video I feel does a good job of explaining it: https://www.youtube.com/watch?v=US7RbhjMo78 [External Link] Seriously, the production value for this game is through the roof; the only 2D indie game I can think of that comes close is Dust: An Elysian Tail. The composer for the score is Michiru Yamane, the very same who worked on Castlevania. The voice talent consists of the likes of Cristina Vee, Michelle Ruff, Lauren Landa, and Liam O'Brien; though you might know them better as Noel Vermillion, Rita Mordio, Yan Leixia, and Lezard Valeth (in Silmeria, not Lenneth). And as for the high-quality visuals, you can see them here: https://www.youtube.com/watch?v=ixLjhonClsg [External Link] Stylistic taste aside, there is not a 2D fighter out there that has half the visual quality Skullgirls does, full stop. If you still can't believe that the funding must be entirely dedicated to the content after all of this, then I really don't know what to tell you other than to make a game yourself and see how hard it actually is.
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