@glassbottommeg I remember enjoying this game a lot and thank you for informing me that PsySal was on masto.
Wanna-be indie dev, currently working on Noirmancer, a super-powered stealth game in a nor-enfused mega-metropolis. https://store.steampowered.com/app/3674590/Noirmancer/
@glassbottommeg I remember enjoying this game a lot and thank you for informing me that PsySal was on masto.
Topie-chan... playable soon, in a new sidequest.
The fish is textured with a dead carp I found in a lake in Poland and poked with a stick.
#screenshotsaturday #peripeteia #screenshotsaturday #indiedev #gamedev
@MenacingMecha In isolation, the jump feels very similar, the charge very similar, but the mixing of stuff feels different to me. None of this may change your overall opinion about the controls though. Notably charging still has a turning radius. I know part of the speedrunning movement tech is knowing how to pivot fast.
Also nothing so far indicated that you were playing the remakes but i'll mention that yeah remake movement physics is different and unified across the 3 games.
@MenacingMecha The hover at the end of the glide is an addition to 2. While there are some moveset differences I'm mostly talking about the physics of the character. I'm not versed in all of the details but certainly they feel different to control to me, and as a casual player, I notice the difference the most when charge-jumping around. The charge-jumps are longer in S2 which i feel makes it easier to charge-jump into a glide and I feel I can turn side-to-side and weave around more doing them.
@YoSoyFreeman They're so goooooooooood
@MenacingMecha 2 changes up the controls significantly and 3 largely keeps to it's changes. So you may find that preferable.
I hang around the speedrunning scene for these games, and a constant opinion clash is whether people find the first one clunky and awkward, or rewarding once you put in the time to learn how to use it right.
It'd be nice if the breakthroughs on creative blocks could come during daylight hours.
@hanakogames damn, "idle H scene" has a hell of a subtext to it
@YoSoyFreeman An easy one to make! I have no actual assistance with the issue itself though sorry, but thought specifying would increase the chances of finding someone who does.
@YoSoyFreeman You should probably specify engine. I assume godot?
I mostly worked on boring stuff that doesn't get to go in a sparkly gif this month but I'm doing a monthly devblog anyway for my mind-erasing stealth game Noirmancer. https://mosfetarium.com/blog/noirmancer-june-update/
A related thought: I've always wondered if the horseshoe shape of Thief 2's first level was in anyway influenced by Id Software's love of horseshoe shaped first levels. Thief 2 got way more literal with it though.
@andrewrk Congrats to the team!
@afreytes At first I went "hmmm would the debugger REALLY work?" but then I remembered I've used OllyDBG in Wine before so I guess at least some amount of the APIs needed for that are there.
@afreytes Seeing this sentiment again made me wonder how far away Wine is from doing stuff with VSPro.
Apparently with some setup workarounds and unofficial patches people have gotten it to open and compile stuff. So maybe not actually *that* far away in terms of work? I guess the question is how far away it is in terms of priority.
https://bugs.winehq.org/show_bug.cgi?id=48023#c30
(For ref: i'm not suggesting this as a solution to your situation. But I found it curious and thought you may also)
@DKesserich Rescreenings are a thing. So it's conceivable that these two aren't contradictory?
@drV it has.... one button...
@MenacingMecha This is a vibe!
Looking to run a LAN of Empty Epsilon soon, a starship bridge simulation game (a FOSS one at that).
Wonder what the chances of enjoying this WAY too much are. Afflicting myself with the need to keep *gulp* organizing adults to meet in person...
Been playing the game "Abiotic Factor" with some friends. It's a good time!
You could describe AF as "Half-Life with survival-crafting" and had I heard that I would've said that sounds horrible.
But it turns out, those mechanics can work really well in co-op: everyone can do chores and it creates logistics that you talk about.
In some sense, survival-crafting is kinda braindead but you don't *want* full brain engagement in co-op gameplay: it leaves no brain capacity to speak.
@Taffer RocksDB *may* fit your needs? Very simple though to my understanding; so even calling it "NoSQL" may be a stretch.