Latest Comments by Gobo
The FOSS game engine Godot Engine continues advancing quickly, with a 3.1.1 release candidate out
25 Apr 2019 at 10:12 am UTC Likes: 1
25 Apr 2019 at 10:12 am UTC Likes: 1
Not ready to show off, yet. I started learning Godot after the release last month working through fornclake's Zelda-like Tutorial [External Link] and adopting it to typed GDScript the first weekend. The next one I added multiplayer support as I'd like to turn this into some kind of linked race mode like the A Link to the Past randomizer races you might have heard about. But I want this one to feature the two action buttons with item assignments as seen in Link's Awakening instead of the single button item assignment of A Link to the Past. And Rock's Feather for some mad jumps of course!
Right now all the features of the tutorial I mentioned are working (except enemy freezing, see below) for both players, each one going through their own dungeon without interfering with another, but having a ghost visible where the other player is moving. Getting the initial network connection working is very straightforward, but making the player entities work as expected took some tinkering.
The one thing I was not able to get working in Godot 3.1 is starting entities in paused mode and only wake them up once they are in the area of the camera. Earlier versions of the engine allowed for overriding constants in derived classes, but 3.1 throws errors and won't start those scripts. So right now all enemies are roaming the level even outside of your field of view and are able to move into different rooms.
The Godot editor interface changed in a lot of places, but it only takes a few moments to hunt down the functionality in the new one when working with older tutorials. I'm impressed by this software and really like working with it!
Right now all the features of the tutorial I mentioned are working (except enemy freezing, see below) for both players, each one going through their own dungeon without interfering with another, but having a ghost visible where the other player is moving. Getting the initial network connection working is very straightforward, but making the player entities work as expected took some tinkering.
The one thing I was not able to get working in Godot 3.1 is starting entities in paused mode and only wake them up once they are in the area of the camera. Earlier versions of the engine allowed for overriding constants in derived classes, but 3.1 throws errors and won't start those scripts. So right now all enemies are roaming the level even outside of your field of view and are able to move into different rooms.
The Godot editor interface changed in a lot of places, but it only takes a few moments to hunt down the functionality in the new one when working with older tutorials. I'm impressed by this software and really like working with it!
Linux Game Jam 2019 is officially live, go make something cool
12 Apr 2019 at 7:02 pm UTC
12 Apr 2019 at 7:02 pm UTC
I just need something to get started and will not enter the competition this time. In the past I used to do some 7 day rogue-likes as those don't even need programmer art, it was all ASCII. Then I leveled up by painting crude shape graphics on the browser canvas. Now that I'm checking out some engines that raises the bar. That's why I think I'm going to restrict the style to 8 to 16 bit era and learn some pixel pushing.
But I agree, better come up with your own creations for the jam.
But I agree, better come up with your own creations for the jam.
Linux Game Jam 2019 is officially live, go make something cool
12 Apr 2019 at 3:31 am UTC Likes: 1
12 Apr 2019 at 3:31 am UTC Likes: 1
Thanks for your responses!
Even if the tiles and sprites don't match the game, I guess getting those from the bundle is a good investment to get a project going, using them as placeholder art. And it contains some music and sfx as well, that is a nice bonus.
Even if the tiles and sprites don't match the game, I guess getting those from the bundle is a good investment to get a project going, using them as placeholder art. And it contains some music and sfx as well, that is a nice bonus.
Linux Game Jam 2019 is officially live, go make something cool
10 Apr 2019 at 1:26 pm UTC
10 Apr 2019 at 1:26 pm UTC
I just installed Godot last weekend and worked through some tutorials to get the hang of it. So the jam starts a bit too suddenly for me to participate, but I'll try again next time.
I like what I've seen so far, but there is a lot of stuff that got changed between the release of Godot 3.1 and the tutorials I looked at. Will have to dig a bit deeper to understand the class extension mechanism and get to know the API better.
Any recommendations for copyleft tilemaps and spritesheets other than kenney.nl and opengameart.org? Should I pick up a cheap Wacom tablet or are there better alternatives?
I like what I've seen so far, but there is a lot of stuff that got changed between the release of Godot 3.1 and the tutorials I looked at. Will have to dig a bit deeper to understand the class extension mechanism and get to know the API better.
Any recommendations for copyleft tilemaps and spritesheets other than kenney.nl and opengameart.org? Should I pick up a cheap Wacom tablet or are there better alternatives?
Prodeus is another epic looking retro inspired shooter that will be coming to Linux
26 Mar 2019 at 8:26 pm UTC Likes: 3
26 Mar 2019 at 8:26 pm UTC Likes: 3
For me, retro games are all about game-play, not looks. You know, even back then players were divided into groups that tried to max out the fidelity and make it look the best way possible and those who tuned everything down to ugly texture goo and bright low poly models.
Game-play is the key! Focus on movement, weapon/item/upgrade/whatever handling, feedback for every action instead of eye-candy. Btw: that's why there is so much blood, it is feedback. OK, and a bit of visual sugar. Thoughtful level geometry beats textures in any resolution. Beautiful player models mean nothing if you cannot control them with the needed precision. No one likes to shoot mighty weapons that sound and feel more like "pew pew".
Graphics make a game look nice in trailers and screenshots, but if you are just after that, go watch some tech demos in benchmark tools or something.
That said: I'm no fan of the post-processing here either.
Game-play is the key! Focus on movement, weapon/item/upgrade/whatever handling, feedback for every action instead of eye-candy. Btw: that's why there is so much blood, it is feedback. OK, and a bit of visual sugar. Thoughtful level geometry beats textures in any resolution. Beautiful player models mean nothing if you cannot control them with the needed precision. No one likes to shoot mighty weapons that sound and feel more like "pew pew".
Graphics make a game look nice in trailers and screenshots, but if you are just after that, go watch some tech demos in benchmark tools or something.
That said: I'm no fan of the post-processing here either.
Valve making steps to address 'off-topic review bombs' on Steam
16 Mar 2019 at 7:50 am UTC
16 Mar 2019 at 7:50 am UTC
Keep in mind that you can opt out of that blind spot!
I like that a lot, but with time it could turn the whole feature useless. The same riot starters that rally the masses to review bomb a title will simply add the request to change this option in the settings. The more people see review bombs again, the more "victims" will complain.
What will Valve do at that point? Turn off the whole thing or just take away the opt out? Which side will they take, being a developer and publisher themselves?
And IMO the timing of this announcement and the recent Artifact news is noteworthy.
I like that a lot, but with time it could turn the whole feature useless. The same riot starters that rally the masses to review bomb a title will simply add the request to change this option in the settings. The more people see review bombs again, the more "victims" will complain.
What will Valve do at that point? Turn off the whole thing or just take away the opt out? Which side will they take, being a developer and publisher themselves?
And IMO the timing of this announcement and the recent Artifact news is noteworthy.
Seems like there's no hope for BattlEye support within Steam Play
13 Mar 2019 at 4:24 pm UTC Likes: 1
13 Mar 2019 at 4:24 pm UTC Likes: 1
Quoting: ShmerlWell, I guess the main point about BattleEye and other cheat protections is spotting and prohibiting the tinkering with the software. And running the software through a layer that does not want to be called emulation but essentially is doing exactly that is a whole lot of hackery that sets off a lot of alarms in BattleEye to flag your PC as an unsafe and compromised environment.Quoting: liamdaweCan't the same be done with Wine? I.e. create some library which interfaces with native one through Windows shim? Their answer doesn't make sense. If it works natively on Linux, it should be able to work in Wine as well in theory, as long as they implement what's needed.Quoting: rea987That's odd, BattlEye previously supported Arma III which was an eON port. It looks like VP's ports are compatible with BattlEye than Proton.This is because VP used the native BattlEye.
Nimbatus, the awesome space drone creation game now has Drone Racing in the latest update
7 Mar 2019 at 3:36 pm UTC Likes: 1
7 Mar 2019 at 3:36 pm UTC Likes: 1
I'm waiting for the mashup of racing, sumo, catch and planetary exploitation :)
WRATH: Aeon of Ruin is the new FPS from 3D Realms, coming to Linux this Summer
7 Mar 2019 at 3:27 pm UTC Likes: 3
7 Mar 2019 at 3:27 pm UTC Likes: 3
With so many Quake 1 engine forks floating around I'd be really surprised if they messed up so badly that a Linux release suffered delays.
And while the level design and details is a noticeable step up from Dusk, it does not seem to reach the heights of the Arcane Dimensions master class. Nevertheless, they have my attention ;)
And while the level design and details is a noticeable step up from Dusk, it does not seem to reach the heights of the Arcane Dimensions master class. Nevertheless, they have my attention ;)
The puzzle game 'Robo Instructus' will have you control a robot with simple programming
6 Mar 2019 at 4:21 pm UTC
I enjoyed TIS-100 and Shenzhen I/O, as well as codecombat.com and the likes and absolutely *loved* Else Heart.Break(), so I guess this game will scratch my itch. I would have bought Screeps as well if it weren't for that subscription fee, which has that high level language tie-in as well.
6 Mar 2019 at 4:21 pm UTC
Quoting: alexbigabThanks a lot for the additional info! Wishlisted and joined the mailinglist ;)Quoting: Gobo*rubs eyes*The game has an interpreted language that isn't drag and drop symbols or assembly-like. It's more reminiscent of higher level programming but very stripped down. So I don't think there is a game quite like it around at the moment.
A programming game without three diagrams showing your performance at the end of a level? Blasphemous!
Honestly, bring on the code instead of lightbot clones. And I'm interested in your stats about the operating system ratio of the players of programming game.
And there absolutely is three graphs showing your performance at the end of each level :). We have time to exit, solution size (which is the number of unique evaluated expressions) and run size (total number of evaluated expressions). These are basically how long the solution took, how little code you wrote, etc.
I enjoyed TIS-100 and Shenzhen I/O, as well as codecombat.com and the likes and absolutely *loved* Else Heart.Break(), so I guess this game will scratch my itch. I would have bought Screeps as well if it weren't for that subscription fee, which has that high level language tie-in as well.
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