@NEETzsche @Moon Given that there is overlap between FOSS and software minimalists, there will be those sperging about how bloated it would be.
@rasterman @jhonnieD @ChristiJunior I'm not even Croatian.
@rasterman @jhonnieD @ChristiJunior I bet hachi inspired a lot of impersonators, given that he has proved how gullible these Poast types can be.
Trump's indictment has hidden Gematria.
https://nitter.poast.org/freetofindtruth/status/1641554649508626432#m
@caekislove @ryo Speaking of forking, @matrix needs to remove the CoC from his Mastodon fork (after getting it off of GitHub).
https://github.com/matrix07012/mastodo/blob/master/CODE_OF_CONDUCT.md
@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 But thanks for the offer. I'll consider it.
@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.