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IT'S FINALLY OUT!!!

My first commercial game and my first game under the Ioncom brand. It's an action, roguelite, dungeon-crawler with limited lives and permadeath.

It's currently Linux exclusive, but the source code is available and you should be able to compile it for anything that SFML runs on.

ioncominteractive.itch.io/refr

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I miss Fediverse four years ago a bit. You could open global timeline and actually read people (well, occasional porn and spam shitpost bots from some “talented” local bot creators too) .
These days you open global timeline and news bots, whatever bots, war report bots, porn, politics , game bots, game bots, tiny bit of human posts…
Save your mental health, don’t read global timeline

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@VD15 So fucking true. Gaymers are all like "oh no it can't run flavor of the month matchmaking slop because of anti cheat". Yeah? GOOD :senkocreep:
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Oh yeah. Another benefit of using SDL is that SDL has been ported to nearly everything which allows ports to obscure operating systems like BSD, Haiku, Serenity OS, etc. I've said many times before that indie games should target these platforms to increase their audience. There are probably a lot of people who want something to play on those OSes so you might get a cult-following if you port your game to them.

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If you really think your site needs to be behind Cloudflare (which it doesn't), at the very least provide an onion or i2p domain for people who wish/need to bypass it or in case Cloudflare goes down.

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Inbox Question: Becoming computer literate

I’ve written before that every technological evil has “a very simple engineering solution, but a hard collective action problem to fix”. This means that improving your own digital experience very often requires the cooperation and participation of others. This is the main reason why this project, the Libre Solutions Network exists. We need others to understand and value each other’s privacy, security, and digital independence. The first step is education, and we’re going to need a lot of teachers.

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@wordshaper @neil we had to drop support for customers fronting their sites with CloudFlare on our shared servers because it's not effective at stopping the AI bot swarm, and using it makes it impossible for us to do so ourselves. mythic-beasts.com/blog/2025/09

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@gabriel @wjmaggos @silverpill individual blocking is expected and fine but blocklists in practice are whisper network group punishment stasi personality shit that is pure cancer.
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Pretty much every major provider already has DDoS mitigation technology that is enough to deal with almost all *real* packet floods, but the problem is when someone hits you with 500Mb/s of regular http requests and your provider passes them because it's "legitimate" traffic.

IMO 95% of CloudFlare usage just boils down to being unable to setup nginx rate limits.
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So I started messing around with SDL and while I can't say if it's better or worse than SFML, I can say that it's pretty lower-level as expected. Of course being written in C means that functions require more parameters and you constantly need to convert string objects to c_strings (assuming you are using it with C++), but I knew that going in.

Back in my teenage years, I messed with Pygame a lot. Pygame is basically just a Python wrapper for SDL. I thought this would make learning SDL a breeze, but then I realized that Pygame is a lot more abstract as the creator thought that a simple SDL wrapper would be too much for Python programmers to handle.

I also realized that SDL is very bare-bones out of the box. You need extension libraries if you want to have music, the ability to load images other than bitmaps, or the ability to load TTF fonts. I find this weird because I thought SDL was more than just a graphics library so it should contain all those things.

Either way, I hope that SDL will cause less problems, especially when it comes to linking and porting. Hell, given that it is commonly used, I could probably get away with having my games dynamically linked and just assume that most people already have it installed.

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