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Joined 1 year ago
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Cake day: October 4th, 2023

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  • Tales-like

    I’ve been kind of out of the RPG loop for a while, probably not the best person to suggest, and haven’t played the series, but I’m thinking that if you could expand a bit on that, it might help provide suggestions…I mean, not clear to me what you’re looking for that’s specific to that relative to other RPGs. Similar setting? A long-running RPG series with many entries? The combat system (absent the real-time aspect)?

    You mention “depth of story”, so maybe something with a similar level of storytelling?







  • tal@lemmy.todaytoGaming@beehaw.orgShmup suggestions
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    19 days ago

    Do you have any examples of shumups that you like and any you dislike? That might help give a better idea of what you like.

    I mean, if you just want “good shmups”, it’s easy to go to Steam, search for games with the “Shoot 'em Up” tag, and sort by user reviews.

    But if you’re looking for something in particular, a list like that might help.


  • Basically every screenshot of the “lost” TUIs look like a normal emacs/vim session for anyone who has learned about splits and :term (guess which god I believe in?). And people still use those near constantly. Hell, my workflow is generally a mix between vim and vscode depending upon what machine and operation I am working on. And that is a very normal workflow.

    I use emacs, and kind of had the same gut reaction, but they do address it and have a valid point in that the IDEs they’re talking about are “out of box” set up and require little learning to use in that mode.

    Like, you can use emacs and I’m sure vim as an IDE, but what you have is more a toolkit of parts for putting together your own IDE. That can be really nice, more flexible, but it’s also true that it isn’t an off-the-shelf, low-effort-to-pick-up solution.

    Emacs had some “premade IDE” project I recall that I tried and wasn’t that enthusiastic about.

    I don’t know vim enough to know what all the parts are. Nerdtree for file browsing? I dunno.

    With emacs, I use magit as a git frontend, a compilation buffer to jump to errors, projectile to know the project build command and auto-identify the build system used for a given project and search through project files, dired to browse the files, etags and some language server – think things have changed recently, but I haven’t been coding recently – to jump around the codebase. I have color syntax highlighting set up. I use .dir-locals.el to store per-project settings like that build command used by projectile. The gdb frontend to traverse code associated with lines in a stack trace on a running program. TRAMP to edit files on remote machines.

    But that stuff isn’t generally set up or obvious out of box. It takes time to learn.

    EDIT: The “premade IDE” I was thinking of for emacs is eide:

    https://software.hjuvi.fr.eu.org/eide/




  • To clarify: I meant how do I do it via API calls,

    If you mean at the X11 call level, I think that it’s a window hint, assuming that you’re talking about a borderless fullscreen window, and not true fullscreen (like, DGA or DGA2 or something, in which case you don’t have a fullscreen X11 window, but rather direct access to video memory).

    https://specifications.freedesktop.org/wm-spec/latest/ar01s05.html

    See _NET_WM_STATE_FULLSCREEN, ATOM

    If you’re using a widget toolkit like gtk or something and writing the program, it’ll probably have some higher-level fullscreen toggle function that’ll flip that on X11. Ditto for SDL.

    If you mean in a script or something, I’d maybe try looking at xprop(1) to set that hint.

    I’d also add, on the “user” front, that I don’t use F11 and I think that that every window manager or desktop environment that I’ve ever used provides some way to set a user-specified keystroke to toggle a window’s fullscreen state. I’ve set Windows-Enter to do that for decades, on every environment I’ve used.



  • tal@lemmy.todaytoVideo Game Art@sopuli.xyzThe Evolution Of Sim City
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    27 days ago

    Honestly, the SimCity series was a series where I didn’t care much about elaborate graphics. I mean, okay, I guess it’s frosting on top of the game, but I also had fun with the original Lincity, and that’s got even less glitz than the original SimCity.

    If someone came out with a new, interesting game with the look of the original, I’d happily get it.

    And Cities: Skylines 2 got its development into serious trouble over its graphics, of all things. I mean, okay, it’s pretty, but I’m not getting the game to generate and stare at cityscapes. I’m getting it because it’s got lots of levers to pull that interact in interesting ways. I remember reading reviews from people . They weren’t upset about its lack of graphical detail, but about its primitive economic model.

    I feel that a number of strategy-oriented series – even games I like – have kind of gone overboard on assets.

    Like, Civilization 5 is pretty, but it’s also sometimes unresponsive and it can’t run on a phone, whereas Unciv, which is the same game, does just fine on both counts.

    Stellaris is pretty, but I’m just never zoomed in to look at the graphics. I’m zoomed way out and mostly looking at icons on the map.

    And this is true of a number of war games that have a lot of scale. Eugen’s Wargame and Steel Division series are another good example. They could have omitted all of the 3d graphics and just used unit icons and from my standpoint, it would have pretty much been the same game, because that’s pretty much what I’m actually looking at during the course of the game.

    There are games that I really do feel benefit from snazzy 3D graphics. I remember being impressed with how cinematic Fallout 4 felt when running around in Call to Arms in ArcJet Systems, walking down steel catwalks and having godrays filtering through the gratings shine down.

    But there are a number of games where I just feel like I get very little good out of all the money being spent on asset development. And city simulators are just pretty high on that list for me.



  • released for public testing

    I mean, it’s not publicly-available either; it’s just available to a select group of testers.

    I haven’t been following the game’s development. But my guess is that the devs are going to prioritize targeting the machines that they’re using to do development of the thing. They won’t be using a Deck to develop the thing. This probably won’t be the only tradeoff made, either – I’d guess that performance optimizations aimed at the Deck or other lower-end machines might be something that would be further down on the list. I’d guess that any kind of tutorial or whatever probably won’t go in until late in the development – not that that’s not important to bring new users up to speed, but it’s just not something that the devs need to work on it. Probably not an issue for this game, which looks like it’s multiplayer, but I’d guess that breaking save or progress compatibility is something that they’d be fine with. That’s frustrating for a player, but it can make development a lot easier.

    Doesn’t mean that those don’t matter, just that they won’t be top of the priority list to get working. What they’re gonna prioritize is stuff that unblocks other things that they need.

    I worked on a product in the past that had a more “customer-friendly” interface and a command line interface. When a feature gets implemented, the first thing that a dev puts in is the CLI support – it’s low-effort, and it’s all that the dev needs to get the internal feature into a testable state for the internal people. The more-customer-friendly stuff, documentation, etc all happens later in the development cycle. Doesn’t mean that we didn’t care about getting that out, just that we didn’t need it to unblock other parts of the the development process. Sometimes we’d give access to development builds to customers who specifically urgently needed a feature early-on and were willing to accept the drawbacks of using stuff that just isn’t done, but they’re inevitably gonna be getting something that’s only half-baked.

    I mean, if it bugs you, I’d just wait. Like, they aren’t gonna be trying to provide an ideal customer experience at this point in the development cycle. They’re just gonna want to be using it as a testbed to see what works. It’s gonna inevitably be a subpar experience in various ways for users. The folks who are using the thing at this point are volunteering to do unpaid testing work in exchange for getting to play the thing very early and maybe doing so at a point where they can still alter the gameplay substantially. There are some people who really enjoy that, but depends on the person. It’s not really my cup of tea. I dunno about you, but I’ve got a Steam games backlog that goes on forever; it’s not like I’ve got a lack of finished games to get through.



  • I haven’t played it, but it sounds like the situation may be in flux:

    https://www.oneesports.gg/gaming/does-deadlock-have-controller-support/

    At the time of writing, the action game is in closed beta, and it doesn’t offer native controller support. However, it does have an option that players can use to play the game with a controller.

    With that in mind, the game is likely to feature controller support when it releases on PC, as it is expected to be Steam Deck compatible.

    However, you must keep in mind that since the game is still in early development, it doesn’t offer any key binding or customization feature.

    Additionally, even with a controller on default settings, some key actions in the game may not be mapped, so you might encounter limitations during gameplay.

    In the near term, if a keyboard can do what you want, if you can dig up macro software for your platform that can look for specific gamepad combinations and send keystrokes as a result, I imagine that you could make it work that way.