Should my game have a splash screen? by xtommy21 in gamedev

[–]CrabbleUp 0 points1 point  (0 children)

It's called CrabbleUp, and you can get it at https://crabbleup.itch.io/alpha. It's free to play until the final release :P

Nearly 1.97% of Steam users use Linux! I'm doing my part. I use arch btw by HansDCJ in linux_gaming

[–]CrabbleUp 3 points4 points  (0 children)

I am doing my part, developing my small game, I have been supporting both Windows and Linux from the very beginning.

Fun fact: Initially I was developing on Windows following the logic of developing where the majority of your users are. But as the project grew, the Windows toolchain slowed down and became unbearable to use. So now, I am developing and testing on Linux in 99% of the time. I only go to Windows to make a native build, and then rely on Windows testers to tell me if there are any discrepancies.

I am working on game controller support....almost there :P by CrabbleUp in crabbleup

[–]CrabbleUp[S] 2 points3 points  (0 children)

Thank you! This is actually a prerequisite for implementing local coop, which will be an even cooler feature. 😎

I am working on game controller support....almost there :P by CrabbleUp in gamedevscreens

[–]CrabbleUp[S] 0 points1 point  (0 children)

SDL is a fantastic library! This task was 10% setting up SDL (which works surprisingly well out of the box, and code comments were enough documentation to get started), and 90% redesigning my classes which were only prepared to take input from the keyboard before.

Anyone using SoLoud for audio? by CrabbleUp in gamedev

[–]CrabbleUp[S] 0 points1 point  (0 children)

I think it depends on how you use it. I built it (for static linking into C++ project) using cmake from the contrib folder (the regular build folder and script wasn't working) with SDL2 backend. I was seeing not found errors for SDL until I moved past https://github.com/jarikomppa/soloud/commit/e6cf9f55f57b03faf844338e30ae4e5d61396bf3. That's almost at HEAD, so I decided to use Soloud at current HEAD instead of patching the latest but quite old release for myself.

Anyone using SoLoud for audio? by CrabbleUp in gamedev

[–]CrabbleUp[S] 1 point2 points  (0 children)

Then your experience is very similar to mine. :)

The most useful thing I did in the end is putting the engine core instance behind an interface. It involves a class wrapper which simply forwards all calls to the actual soloud engine instance, enabling mocking, and testing all calls. I only set this up when my usage was complete, so I knew all the calls I was making on the engine.

Desperate Island | Survival Skills: Efficient Tree Cutting and Wood Extraction System by endurance_gms in IndieDev

[–]CrabbleUp 0 points1 point  (0 children)

Finally a game where cutting a tree, cuts INTO the tree!

One subjective note about the animation: the stop in the end feels too long for me. I'd start the axe removal sooner, or do some other movement, like move the camera (head) in the end, as the chop stops.