Latest Comments by TheSHEEEP
Unity has published the C# source for the UnityEngine and UnityEditor
27 Mar 2018 at 2:47 pm UTC
No idea how I came up with JavaScript *shrugs*
I like it for prototyping, but if I had to write something production ready in a game that I know will have certain performance bottlenecks, I'd rather write in something fast as Mono to begin with.
You can't write every piece of code that has a performance impact in C++, especially not if you are planning to deliver a game with modding capabilities (so you will use the same API modders will, more or less).
Plus, writing in a scripting language is just way faster, which is also worth a lot - otherwise you could just write the whole game in C++, and who does that any more?
27 Mar 2018 at 2:47 pm UTC
Quoting: tuubiIn any case, GDScript seems much closer to Python than JS based on code snippets.Indeed, it is. Edited my post.
No idea how I came up with JavaScript *shrugs*
I like it for prototyping, but if I had to write something production ready in a game that I know will have certain performance bottlenecks, I'd rather write in something fast as Mono to begin with.
You can't write every piece of code that has a performance impact in C++, especially not if you are planning to deliver a game with modding capabilities (so you will use the same API modders will, more or less).
Plus, writing in a scripting language is just way faster, which is also worth a lot - otherwise you could just write the whole game in C++, and who does that any more?
Ash of Gods is a gorgeous but deeply flawed adventure
27 Mar 2018 at 2:42 pm UTC
27 Mar 2018 at 2:42 pm UTC
They copied that turn-based round-robin order from Banner Saga. It was horrible there and is horrible here.
But I did not hear nice things about the English translation from any source. And if that is (as it seems) at least partly due to bad writing in the original language...
I'll wait for a few patches and then check it out, maybe.
But I did not hear nice things about the English translation from any source. And if that is (as it seems) at least partly due to bad writing in the original language...
I'll wait for a few patches and then check it out, maybe.
Unity has published the C# source for the UnityEngine and UnityEditor
27 Mar 2018 at 7:58 am UTC Likes: 1
But that is also clearly a "yet".
Of all the engines, I think Godot has the greatest promise so far. It is just that well thought out and "manufactured".
If they can manage to get even more examples and documentation together, as well as improve the tech*, of course, they will be in a very good spot.
*Not that their current tech is bad, but the C#/Mono support is still not quite there. Instead they have this custom Python-like language which keeps many people away for "I don't wanna learn ANOTHER language" and performance reasons. It's really not a bad scripting language, but I would vastly prefer C# for the auto-completion capabilities and performance alone - and my personal distaste for non-static typed languages ;).
Also, Vulkan is on the horizon [External Link], which is awesome for obvious reasons.
I didn't dig in too deep, yet, so I don't really know about other fine details like performance in case of thousands of nodes on the screen, (does it have instancing?), etc.
Either way, the mere fact that it is pretty damn good already AND free is a huge plus.
27 Mar 2018 at 7:58 am UTC Likes: 1
Quoting: aislanIt clearly isn't.Quoting: GustyGhostStrategic closedness. Unreal Engine are doing the same, I believe.Do you think Godot is better or on par with Unity right now?
Maybe Godot will eat their lunch if they're not careful.
But that is also clearly a "yet".
Of all the engines, I think Godot has the greatest promise so far. It is just that well thought out and "manufactured".
If they can manage to get even more examples and documentation together, as well as improve the tech*, of course, they will be in a very good spot.
*Not that their current tech is bad, but the C#/Mono support is still not quite there. Instead they have this custom Python-like language which keeps many people away for "I don't wanna learn ANOTHER language" and performance reasons. It's really not a bad scripting language, but I would vastly prefer C# for the auto-completion capabilities and performance alone - and my personal distaste for non-static typed languages ;).
Also, Vulkan is on the horizon [External Link], which is awesome for obvious reasons.
I didn't dig in too deep, yet, so I don't really know about other fine details like performance in case of thousands of nodes on the screen, (does it have instancing?), etc.
Either way, the mere fact that it is pretty damn good already AND free is a huge plus.
Pizza Connection 3 is out with day-1 Linux support, some initial thoughts
23 Mar 2018 at 11:00 pm UTC
You have to take into account that games are only bought by those with a high likelihood to like them to begin with. And if of THOSE only 40% or less like the game... ouch.
23 Mar 2018 at 11:00 pm UTC
Quoting: BS86And: The "tiny" minority is more then 40% of all steam reviewers.That really is absolutely tiny.
You have to take into account that games are only bought by those with a high likelihood to like them to begin with. And if of THOSE only 40% or less like the game... ouch.
Turn-based RPG Ash of Gods: Redemption is now out with day-1 Linux support
23 Mar 2018 at 10:58 pm UTC Likes: 2
23 Mar 2018 at 10:58 pm UTC Likes: 2
All right, all right. I put it on my wishlist.
Are you happy now, people?! ;)
Are you happy now, people?! ;)
Pizza Connection 3 is out with day-1 Linux support, some initial thoughts
23 Mar 2018 at 10:30 am UTC
And I guess many devs don't really care to disable it. Or know much about it.
Is there a way to find out if it is enabled in a given game?
23 Mar 2018 at 10:30 am UTC
Quoting: liamdaweWhoa, that's... rough.Quoting: TheSHEEEPActually, all Unity games do by default.Quoting: throghWell, another Unity-game with included and enforce telemetry. :sick:I doubt very much that the engine used automatically imposes any data collection without the devs doing anything.
And I guess many devs don't really care to disable it. Or know much about it.
Is there a way to find out if it is enabled in a given game?
Pizza Connection 3 is out with day-1 Linux support, some initial thoughts
23 Mar 2018 at 10:21 am UTC
23 Mar 2018 at 10:21 am UTC
Quoting: throghWell, another Unity-game with included and enforce telemetry. :sick:I doubt very much that the engine used automatically imposes any data collection without the devs doing anything.
Pizza Connection 3 is out with day-1 Linux support, some initial thoughts
22 Mar 2018 at 1:38 pm UTC Likes: 1
22 Mar 2018 at 1:38 pm UTC Likes: 1
As almost all non-indie games of the coaster/tycoon/park/city type of game, this one just seems to be of bad quality, too rushed, very by-the-books with little love put into it.
I really have to wonder what is up with that.
At the same time, there are indies out there doing things much better - just that no indie has yet picked up the Pizza Connection type of game as far as I'm aware.
Fun fact: Almost all reviews on Steam so far are in German - for some reason Germans just go crazy over this kind of game. Just like simulations in general. And all complain about the same things: Bad performance, feels unfinished, step down from the earlier games.
I really have to wonder what is up with that.
At the same time, there are indies out there doing things much better - just that no indie has yet picked up the Pizza Connection type of game as far as I'm aware.
Fun fact: Almost all reviews on Steam so far are in German - for some reason Germans just go crazy over this kind of game. Just like simulations in general. And all complain about the same things: Bad performance, feels unfinished, step down from the earlier games.
Ken Follett's The Pillars of the Earth final book will be out March 29th
22 Mar 2018 at 9:03 am UTC Likes: 1
22 Mar 2018 at 9:03 am UTC Likes: 1
This is on my wishlist since what feels like the beginning of time :D
Maybe I will soon be able to finally purchase it and try it out - I really don't like episodic formats, so I only buy when something is complete.
Maybe I will soon be able to finally purchase it and try it out - I really don't like episodic formats, so I only buy when something is complete.
Civilization VI: Rise and Fall expansion arrives on Linux tomorrow (actually out now)
22 Mar 2018 at 8:57 am UTC
What in that screen is a forest? What is just a bunch of trees? Is that a burning farm or some mudlands?
Where is one tile ending and another one beginning? Is that one cavalry unit or two or four?
Everything just has its saturation turned up to 11. That is the opposite of contrast. Making everything bright and colorful as hell does not improve anything.
Mods shouldn't be required to have a well-designed UI.
Stellaris, Endless Legends & Space, or so many other 4X games got this right (or at least better).
But some incapable designer thought it was a better idea to waste half the diplomancy screen on those caricature abominations instead of using it for something useful. This is the same level of nonsense as those Mass Effect: Andromeda weapon screens that use over 50% of the screen to just show a 3D model while you have to navigate around to get some actual data.
22 Mar 2018 at 8:57 am UTC
Quoting: GuestCiv6 graphics are worse than Civ5 or just bad graphics? Let's take a look.Looks fine, you can make out everything for what it is, even without knowing the game.
Quoting: GuestHere I'm completely incapable of telling what is what without knowing the game.
What in that screen is a forest? What is just a bunch of trees? Is that a burning farm or some mudlands?
Where is one tile ending and another one beginning? Is that one cavalry unit or two or four?
Everything just has its saturation turned up to 11. That is the opposite of contrast. Making everything bright and colorful as hell does not improve anything.
Quoting: Guestbut people wanted a Gears of War palette like Civ5, so realistic and mature, well, i'm playing a videogame where George Washington is leading an army of archers and iron sword warriors, that's realism for you.You know your argument completely falls apart if you're trying to somehow tie graphical design quality, art style and readability together with setting realism.
Quoting: GuestAbout wasted space on UI, there are mods for that.That's all fine and dandy, but doesn't change the fact that the base game has terrible UI design.
Mods shouldn't be required to have a well-designed UI.
Stellaris, Endless Legends & Space, or so many other 4X games got this right (or at least better).
But some incapable designer thought it was a better idea to waste half the diplomancy screen on those caricature abominations instead of using it for something useful. This is the same level of nonsense as those Mass Effect: Andromeda weapon screens that use over 50% of the screen to just show a 3D model while you have to navigate around to get some actual data.
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