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Need to know whether a piece of hardware is supported by free software? #hNode has you covered! Its search engine will help you verify #freesoftware compatibility. u.fsf.org/3uj

I don't know why I asked this question. There was that controversial essay about this written back in 2013, but I'm pretty sure that person was paid by some eugenicist or population control activist, just like the regular pro-choice crowd.

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Should post-birth abortions be legal?

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@shrimp it’s not been a free market for a long time, business is extremely regulated and complicated there
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the US isn't even pretending to be a free market now. If you outcompete US business they will just ban you.

We SHOULD split the stars and those pieces of stars should be split until they are microscopic pieces.

nitter.poast.org/billroach_/st

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"You're not allowed to protest to actually change things"

- Justin Trudeau February 2022 (paraphrased)

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gamedev 

I'm thinking about what else to add. I could add more enemies, but I need to come up with enemy behaviors that don't require major reconstruction of the base Enemy class.

I don't know if I will add bosses because the player only equips a sword, which severely limits the potential for boss battles. Originally, I planned on having the player equip bombs for bomb-able walls, but placing such walls would've been difficult for the dungeon generation algorithm. Arrows and other projectiles seem kind of pointless. Either I limit the amount of arrows that can be shot/thrown, or I give the player unlimited arrows. The former would make it frustrating if the player was in the middle of a boss battle that required arrows and he/she ran out. The latter would effectively make the sword useless. That leaves only the boomerang as a possible second weapon.

Anyway, I don't plan on making this game grand or anything. This is really just a "practice game" for something I plan on making later on. That future game will have a much better dungeon generation algorithm.

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It's been decided that God's Disdain will not be receiving the tileset swap and will be sticking with the original RPG Maker assets.

The main downside to this is obviously that it will look very similar to other RPG Maker games. However, almost every other piece of artwork outside of the tileset graphics is completely original, or at the very least non-standard. Hopefully that will be enough to really give the game its own identity.

That being said, the decision comes with the massive upside of the game coming out a lot sooner. I won't be taking any extra time off just because this isn't happening anymore. Starting tomorrow, I'll begin my playthrough of the game to test everything I possibly can before getting the beta ready.

Just as a little treat, here are some screenshots from the game that can, for all intents and purposes, be considered (mostly) final! I've been very protective over showing this sort of thing so far, so if you're seeing this you're one of the first handful to do so. Congratulations?

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@Pawlicker @colonelj @crunklord420 @djsumdog
>Sure there's no asset store
OpenGameArt and itch.io have engine/framework agnostic assets that you can purchase/download.

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@beardalaxy As Sakurai pointed out, some older games like Super Mario 64 would literally swap hand models for certain situations. I would probably do that, if needed.

I'm also perfectly content with leaving faces as 2D textures like you see in most cel-shaded games.

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