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Grandfather got me this metal sign because I yell nigger a lot while playing Isaac

The frame dropping problem turned out to be that libPNG is really fucking slow. Switching to jpeg compression fixed everything.

Well I found out why nothing was showing up on the screen and I'm very, very embarrassed.

Streaming output. The thread pool on the CPU side isn't keeping up with encoding for some reason, and it's dropping frames from some reason apparently unrelated to the Vulkan streaming code. Maybe my potato isn't up for streaming PNG's out to disk.

The racial slur of the day is Spider.

It is used to refer to Italians.

Deep lore: Reference to a character in the film GoodFellas.

The brightest minds in the anti-White right have come up with the genius take that if you don't want globalism, that's DEI. :pepe_fact:

Advice wanted for my RPG 

Problem: Mages still level up extremely quickly, and it's mostly because once they have access to spells that can hit multiple enemies at once, they gain all of that EXP from the damage they deal very fast.

I've already increased the EXP curve for how fast they level, making it a little slower. I've already reduced the amount of damage that those all-enemy spells do. It's seemingly not enough, though, because Mages still start off on the weaker side and then absolutely shoot up around level 20.

So, I'm considering several options at the moment:

1) Further increase the EXP curve for mages. This will fix their progression in the early-mid game, but might make them much weaker in the end game and would require a lot of tuning that I don't fully have resources for (not enough people testing, nobody doing rigorous testing).

2) Level gate spells. Currently, all spells in the game (including all weapons and armors) do not have level gates and can be obtained at any point. This kind of goes with the philosophy of the openness of the game, but if it is breaking balance perhaps it is a good thing to put a bit of a clamp on it.

3) Increase the price of spells. Currently, the general layout from the single target spells is like this: 19/61/122/379. The all-enemy spell is 513. If I increase the price of all spells universally by a certain percentage, and/or increase the all-enemy spell by a larger amount, it could help prevent players from obtaining these massive spells too early.

4) Increase the SP needed for spells. I have noticed that Mages, once they hit a certain point, will very rarely run out of SP (due to some recovery upon level up) unless they're using something like Restore to recover the SP of other party members. Increasing the amount of SP needed for spells could help since they would have to be more considerate about using the all-target spells.

Currently working on the code for rendering world objects, I think my math is *extremely boned* because I can't get a damned thing on the screen.

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Quake-style developer console & my own cout wrapper for logging. Cvars and commands system work-in-progress.

Mostly for the windows users since they don't have an std::cout to diagnose issues with, but also so I can tweak/monitor vars without sifting through a debugger. CLion's gdb frontend only gets you so far.

wtf is happening on my tl everyone is talking abt gentialia and guns anbd being horny did i miss the horny weapon discourse the one time i actually kind of manage to abstain from this platfomr to be productive

barbie in the upcomming super smash bros game is fighting with micro plastics and barbed toenails
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Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.