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xianc78 boosted
xianc78 boosted

When you talk about the network of servers that enable you to read this message, do you and/or people you know normally say "mastodon" or "the fediverse" (or something else entirely)?

@caekislove @ryo Speaking of forking, @matrix needs to remove the CoC from his Mastodon fork (after getting it off of GitHub).

github.com/matrix07012/mastodo

@PhenomX6 @ryo Who still even programs in Pascal? And why did it fall into obscurity?

@ryo
>they openly even laugh at FreeBSD for having one

Really? I was aware that they didn't have one, but I didn't know that they actually mock it.

>thankfully one of the only languages left that troons are too afraid to touch.

I see a lot of trans people on here programming in C.

@beardalaxy
>the other option is just to have a song that loops all by itself, but then you can't really have an intro, or you have to segue back into the intro pretty well

That's what I'm talking about. MonoGame seems to only support loop points in WAV files which are mostly used for sound effects. It isn't surprising though, as MonoGame is just an open-source implementation of the XNA API which was created by Microsoft. As for SFML, I don't know. I haven't played around with the audio that much.

@beardalaxy
>All I really need is how your game/engine handles looping.

You already know that I prefer to write my games "from scratch", using nothing more than a language and multimedia library. I don't know if SFML (which is nothing more than a multimedia library) can read loop points. If not, then I have to parse the music file by hand just to look for the loop points (I would've done that if I stuck with MonoGame). It shouldn't be hard though. I would just need documentation on the specific audio file format.

@PhenomX6 I'm learning to draw. My dream game would probably require hand drawn art because the designs I want probably won't translate well to pixel art form. Even then, it's probably going to be simple. Something like what you saw in a lot of flash games and flash cartoons during the early and mid-2000s.

The only problem is that hand-drawn sprites have a loose nature to them which may make it difficult to program for, especially if you're not using an engine. Recently, I saw this video tutorial on making hand drawn sprites. This guy draws his art on grid paper, scans them, removes the grid using the threshold tool in GIMP and then colors them. It probably makes stuff a lot easier and cheaper since you don't have to waste money on a graphics tablet.

invidious.poast.org/watch?v=KF

Honestly, the biggest roadblock for me in gamedev is art. I've always been a terrible artists and sites like OpenGameArt either don't have what you are looking for or have art that was made by someone who clearly doesn't know how sprites work. And even if you do find something, it ends up not mixing well with your artstyle.

Music is even worse. Not that many people compose free to use music for video games. The music selection on OpenGameArt is proof of that. I can't even bother to learn music theory and I don't know how self-taught musicians are able to do it. Not to mention that these musicians sometimes don't make their music loop properly. I've even seen some of them add fucking fade outs in their music.

Now you may ask "why don't you just hire someone?" I'll tell you why, I'm cheap and even then, artists are fucking stubborn from what I can tell. If you don't let them have creative freedom, then they won't work for you. Not to mention that some specialize in a certain artstyle, so it is hard to find the one you are looking for. Also, in this political climate, I don't want to be associated with what any of my artists say, and I have no control over them.

That said, if you have unused sprites, music, sound effects, models, etc laying around, please consider uploading them to sites like OpenGameArt or itch.io.

xianc78 boosted
@coolboymew @guizzy @Moon @triodug @why sites are simple:

<html> tag wraps whole thing
<head> is for metadata and loading in stuff like external CSS or JS files
<body> is for the actual content

some of the most commonly used elements are:
<h1> large heading, and there's some smaller ones h2, h3, h4, h5, h6
<p> paragraph that breaks lines above and under it (if you put another <p> in the html it will be divided on a new line), use this for normal text
<a href="link"> a link (<a>nchor)
<img src="link-to-image" alt="alt text if the image doesn't load or if it's a text based browser/accessibility"> image element
<span> generic text element with no styling, you can do <span style="color: red">hi there</span> and only that part will be styled like that. it inherits the styling of its parent element so normally it would be no different than the rest of the paragraph.

<div> it's a plain box element, you can style it however you want.

and CSS styles elements like this:

<a>hello</a>
a {
color: red;
}
any anchor will appear red ^

<a class="foo">bar</a>
.hello {
color: red;
}
any anchor with the class foo will appear red ^

<a id="foo">bar</a>
#hello {
setting: value;
setting: value;
}
any anchor with the id foo will appear red ^ id'd elements have to be unique

it helps to think of every HTML element as a box with slightly different properties. their style is (usually) relative to their parent element. if you have:

<div width="500px">
<div width="100%"></div>
</div>

the nested div will be 100% of its parent element, which is 500px wide. the height difference

a very basic website:
<html>
<head>
<title>coolboymew's site</title>
<style>
/* this is a comment. margin: 0 removes the default thing where it has a border around the content it's a dumb default browser styling */
body {
background-color: #eeeeee;
color: #111111;
margin: 0;
font-family: sans-serif;
}

/* makes the hyperlink color less of an eyesore */
a {
color: #3471eb;
}

a:visited {
color: #8e55d4;
}

/* change holor on cover */
a:hover {
color: #06a2d6;
}

.nav a {
margin-right: 8px;
}

/* sets the min width to 400px so phones don't suffer as much. margin: auto; centers it */
.content {
width: 50%;
min-width: 400px;
margin: auto;
}
</style>
</head>
<body>
<div class="content">
<h1>welcome to my web site</h1>
<div class="nav">
<a href="https://shitposter.club/coolboymew">fedi</a>
<a href="https://example.org/whatever">whatever else</a>
</div>
<p>hi i am very cool. this is my <span style="color: red;font-weight: 800;text-decoration:underline">website</span></p>
<p>and an image:


<img src="https://asbestos.cafe/instance/creature.png" alt="creature" width="300px">
</body>
</html>
xianc78 boosted

[Minecraft IRL] - :googlechicken: Chicken Pen Roof Project (Work in Progress) 

:tanya_cultured: I ordered clear tinted roof panels from homedepot for my chicken pen a week ago,
Just now finished cutting them to size.

:jahy_sweat: Also I had to use a multi tool instead of a circular saw which took a long time to do. because the circular saw will shatter the roof tiling.

:cirno_think: Its going to rain on and off this weekend but i think i could get it done on Sunday hopefully.
#gardening #chickens
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gamedev 

Added a title screen, which is just black right now.

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xianc78 boosted

>something whose gender identity is fluid

Knew it. @alex is the one behind the hachi account!

>something whose gender identity is fluid

Knew it. @alex is the one behind the hachi account!

xianc78 boosted
xianc78 boosted
Yep, the thing with Eugen is he wants to be the CEO of the Mastodon Network (tm).

The good thing is calling it the Mastodon Network deflects flak from us, which means that it throws off people writing hit pieces like the famous "Mastodon pedo" article.
xianc78 boosted

#amazon #ring #police #surveillance

Nothing new to anyone in the know.

"RING Doorbell Gives Private Video To Police | Privacy Scandal"

youtube.com/watch?v=9VMEaKsyB-

@PhenomX6 I think it means that any fork can't use the "Mastodon" brand. Mozilla has a similar trademark with Firefox, iirc.

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Game Liberty Mastodon

Mainly gaming/nerd instance for people who value free speech. Everyone is welcome.