#godot developers, what's your best practice for Steam cloud saves? Until now I've used the Godot "user data folder" for save games, but obviously Steam has no knowledge of that folder. Just curious what you all do, if you use cloud saves at all.
@risingtail@aaron_codes, it honestly doesn't matter, it's wherever your game already stores saves, but OS-wise defaults are app specific folders under "%USERPROFILE%\AppData\Local" on windows and "$XDG_DATA_HOME" on linux (if XDG_DATA_HOME is not set, you should default to ~/.local/share per desktop spec)
Silly Doom trivia question for anyone who ISN'T following my tumblr:
So someone implied Doom (1993) rendered triangles. I pointed out that it does not, it's solely rendering line strips for walls and sprites, and weird horizontal strips for floors.
HOWEVER: I was wrong. Doom DOES render triangles. But where does it render them? Because it's only one specific place.
(Outside of level designers making triangular rooms. That doesn't count)
@foone as someone who's current project's renderer ended up way more doom-like than originally intended, you're talking about the map right? Triangle rasterization wouldn't even be useful in an engine drawing with vertical strips, though i suppose technically possible if you drew it like a sprite. Could also almost count floor slopes as triangle rasterization but the vanilla engine doesn't support that.
@foone honestly I didn't even know that's how that cheat rendered, i always either played normal or went all the way with idfka, lol. Just nowhere else in the engine makes sense. (I LOVE classic rendering methods)
if this is in a function being run previous will always be 0.0 as that's what you're setting it to at the top. The "quick" solution is to make previous "static" so it persists between function calls. From context though it looks like the accel is a member value of a class you're calling this from so a cleaner way to do this would be to implement getter/setter functions and update your previous/delta values there when it's changed. (depending on what you're trying to do)
So I went to an electronics store in Japan over the weekend. Nowadays they have a 'portable pc gaming' corner with the Windows machines: Lenovo legion Go, ROG Ally, and the MSI crap with Intel. The most surprising thing was that the store did not even bother to install any (decent) games on them. On the demo units you could enjoy the glory of Win11 on a small screen and thats it. Thats an FAIL of epic proportions. Of course the Steam Deck was nowhere to be seen. #pcgaming#handheld#japan
@boilingsteam wasn't valve reporting that their sales in japan for the deck were way above expectations? I know historically outside of the indie/doujin scene PC has not been popular for gaming in japan so maybe even just a handful of stores in each area carrying it is enough for demand. (especially since most people interested likely order one online anyways)
More fun with math, the texture mapping isn't perfect, I have some corrections to do to it still, but my little renderer now supports off-grid objects of arbitrary sizes and positions (only real restriction is they have to be convex). While the game itself is intended to be grid based I thought it'd be nice to be able to do some more complex scenery outside of billboards, sprites, and texture tricks.
honestly I may not even bother fixing the texture skewing issue, you really can't tell from a distance closer than 1 unit, especially not with the NTSC rendering active.
yeah you know what? I was hesitant to lean too hard into the whole "going back to previous dungeons for stuff you missed" thing because backtracking can sometimes be tedious. But I think I can make it fun. I should go HAM with it, and litter items and upgrades everywhere
@ClarusPlusPlus in general I don't mind backtracking if the game makes it fun and it's not just the exact same trip I did last time. I think that's part of why it shines so well in SOTN/Aria/Super Metroid, when you backtrack in those you generally have tools to take shorter routes, move a LOT faster, and a lot of the abilities are movement upgrades.
so @TomF talked me into making it so blending colors on the #Mega68k console is true blending rather than resolving back to one of the 64 palette colors (so that the output is always 64 color)
i made a utility that takes an image and converts it into a tile layer with only 16 base colors with the framebuffer overlaid using all 64 colors with alpha blending and i can't help but wonder if this isn't too powerful
@eniko@TomF isn't that very similar to how a lot of actual genesis games busted past the color limit (not with alpha blending for the actual generation of the base image though, obviously) for the higher res full screen artwork. I remember quite a few games using the trick with the shadow/highlight and palettes to show 100+ colors per frame. (though the trick technically is capable of showing over 1000, but i've only ever seen that in tech demos)
@lritter@seatek All I see in the picture is someone up top that's likely building the wall in the incorrect spot and likely not to code, leading it to be demolished and rebuilt at great cost for safety reasons, and bottom proper planning that will eventually give a properly spec'd wall in the correct location.
It may work for some examples but construction is one place where just pushing forward no matter the quality is decidedly NOT better than taking time/waiting until you can do it right.
@TomF@glassbottommeg it's the play.google.com tracker, it essentially phones home every few seconds using the http call to track what page you're currently viewing, how long you've been viewing it, if you're currently active, etc. Every single google service does this (as well as any site using google's services) in the background, it's how they build a targeted ad profile for you.
@glassbottommeg wouldn't say it's surprising though, they filmed devs that already had a deal with microsoft and were basically guaranteed success on the console market due to there just being jack all outside of AAA at that time, two of which already had horrible reputations on the PC side of things before that and they just kinda brushed it under the rug for the movie to...i dunnno, dramatize it and make them look like heros?
@glassbottommeg phil fish was kinda notorious, he got semi "famous" in the indie-dev scene before even releasing a single game (and receiving loads of outside funding and help for his ) then was basically just an up his own ass prick to everyone after that (when he wasn't ranting about his LSD/ketamine dreams or how much he hates anything japanese). This wasn't new to after the movie, he was like that in 2008.
@glassbottommeg blow wasn't nearly as bad, and didn't really hang around online like fish did, he was just kinda a jerk to everyone anytime someone had an interaction and put down anyone else's games he saw, and not constructively, so he was just kinda this snobby rich "ideas guy" well before the movie.
Don't think anyone has a problem with McMillen though, he's always seemed a pretty normal, nice guy who just happens to make really messed up games, not surprising he's the one still succeeding