julianh

joined 1 year ago
[–] julianh@lemm.ee 2 points 1 day ago

Yeah I agree with you there. If you're gonna just give two or three body type options and no other customization, there should be an androgenous option or at least they should all be generally androgenous. I think the issue with runescape probably stems from how the game was before.

[–] julianh@lemm.ee 9 points 1 day ago (2 children)

I agree with what others said that more customization is generally good, but not all games really need that level of customization. For something like animal crossing, I think the body type thing is fine, since the designs are more neutral unlike what you're describing. I think what could help is a third option that's a more neutral body type. Or maybe if it's not relevant, just don't have a body type option.

I also don't know much about runescape, but I assume this was an update that just changed the names from genders to body types, so adding other options might have increased the scope of the update. I think at least uncoupling that from gender is at least an improvement over before. Plus, I kinda disagree that people would only pick the corresponding pronouns. Plenty of people have a gender expression that doesn't necessarily match their gender identity.

[–] julianh@lemm.ee 12 points 1 day ago

So I use a surface device with the Linux surface kernel, and there was (and probably still is) an issue where the type cover doesn't properly rebind after being detached and re-attatched. To make matters worse, connecting other USB devices disconnected the type cover. My solution was to make a udev rule that detected if the keyboard is "removed" and then try to rebind it, effectively unplugging it and plugging it back in again in software.

[–] julianh@lemm.ee 17 points 1 day ago (1 children)

I... What? Why does that work? How did you figure this out?

[–] julianh@lemm.ee 1 points 1 day ago

This is the quality content im here for

[–] julianh@lemm.ee 2 points 2 days ago

I had been considering switching for years, I even made a list of things I had to find alternatives to and tried to widdle it down. With proton making gaming viable, I decided to dual boot, and accidentally destroyed my entire windows partition when trying to back it up with dd. Just said fuck it and went full Linux.

[–] julianh@lemm.ee 15 points 5 days ago

I mean, that's not cruelty free. Someone's still gotta animate that. And most good animators either act scenes out beforehand and/or use reference footage.

[–] julianh@lemm.ee 12 points 5 days ago (1 children)

Me when the Twitter community has screenshots of Twitter

[–] julianh@lemm.ee 4 points 1 week ago (3 children)
[–] julianh@lemm.ee 3 points 1 week ago (1 children)

Yep that's what generative ai is.

[–] julianh@lemm.ee 8 points 1 week ago (4 children)
[–] julianh@lemm.ee 7 points 1 week ago

I've seen people somehow complain about him not getting this done, but like it's really clear he's doing all he can.

 

I've used my switch pro a lot for games on my pc, but after updating to 22 it no longer works, and I have no clue why. It connects and shows the player count lights, but no blue light and no controller detected by any software. lsusb shows the device and udemadm monitor shows a bunch of changes.

Sometimes I can get it to connect by connecting with bluetooth, then quickly plugging it in, which makes me think that it's an issue with udev rules? It won't connect with bluetooth alone though.

Is anyone else experiencing this or have an idea on how to solve it?

EDIT: FIXED! The issue was that I had joycond installed at one point, and the upgrade removed it (since its not needed since the kernel has support now). I just went in /lib/udev/rules.d and deleted any files with joycond in the name (there were 2).

 

don't ask why this is 139.2gb

 

(tldr, open source software has come a long way, and it's more than possible to create a full game without leaving Linux.)

So I've been a full Linux user for a couple years now, and a hobbyist game dev for way longer. I've always tried to make the most out of free tools, so I've used a lot of FOSS tools for game development before.

Going with that philosophy, Year Unknown's development has cost $0 (not counting store fees or my time), and the development is done with almost entirely FOSS software like Godot, Blender, GIMP, and Audacity. The only exception is Reaper, which is my DAW of choice (but to be fair, it's a really good DAW).

The game itself is a narrative-driven exploration game set in the very far future, where humanity has found a way to make the universe last forever. The game's story covers a lot of existential issues that come from the premise, revealed through two characters you can talk to through terminals.

I know there's other developers who have done the same, but I thought I'd share my experience, and I can answer questions about the workflow if you're curious, or trying to do something similar. Also, if the game seems interesting to you, a wishlist would be very appreciated!

 

An interesting project I quickly threw together after finding out that Godot can call javascript's "eval" function. You can really do anything with this engine.

Source code here: https://gitlab.com/Sockman/godot-checkbox-renderer

 

It really seems like satire, but based off the guy's profile and normal posts I don't think it is.

 

Haven't got my $1,000 yet.

 

Fortunately all the comments are dunking on this guy.

 

In today's episode, commander Sisko grapples with the effects of the war and how far his morality can be stretched in the name of the greater good. Meanwhile, O'Brien has a winning streak at darts.

 
 

Have you played a game that stayed in your head long after you played it?

For me, Outer Wilds would be that game. I feel like I haven't stopped thinking about it since I beat it a couple years ago.

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