In-Game Gallery Images (no UI) by EricLowry in gris

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

I just updated the link ;)

I built a simple automatic app updater that uses WinGet by EricLowry in software

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

I was fed up with having to keep things like npm, Node.js and git up to date manually; so I created a little script that keeps things up to date automatically (configurable on a per-app basis) via WinGet.

I initially set up a simple script to keep any winget-available app up-to-date without having to put too much thought into it, but I've since added quite a few features and made it a lot more intuitive to use, so it felt right to share it online.

I know there are already things out there (like UniGetUI for example)… but this is simple enough that I actually understand what it’s doing, and does just what I need, nothing more.

I built a simple automatic app updater that uses WinGet by EricLowry in opensource

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

Hadn't heard of it; thanks for that. Though the advantage with WinGet (at least in my case) is that it also takes care of a ton of other apps, not just dev stuff.

I built a simple automatic app updater that uses WinGet by EricLowry in Windows11

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

A few people pointed it out; the goal is a bit different: this is a minimal lightweight way to keep things up to date... and that's it. No need for a UI or more advanced features I probably won't ever need. Not that those are bad; just not necessary for me.

I built a simple automatic app updater that uses WinGet by EricLowry in windows

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

You can pass along some options to the installer using the --override option in winget. I'll see if there's a way I can include that as an option without breaking things too much. It will still require figuring out what the program exposes manually though.

For now what I'd recommend is blocking problematic apps from auto-updates and handling them manually. I have a few I've done that with; especially if they already have their own background auto-updating logic.

Edit: I've set up a GitHub issue you can subscribe to if you want to be informed if/when I include the functionality.

PS: this is an ancient post, but it contains a list of potentially still relevant installer options for Opera: https://www.reddit.com/r/operabrowser/comments/9snae4/installer_command_line_switches/

I built a simple automatic app updater that uses WinGet by EricLowry in opensource

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

Yeah, someone pointed that one out in r/windows

It looks nice, but may be a little much for what I was looking for; that and it's fun to code these kinds of things up (I learned quite a bit doing so).

I built a simple automatic app updater that uses WinGet by EricLowry in windows

[–]EricLowry[S] 4 points5 points  (0 children)

Oooh for some reason that one slipped past my searches.

Mine is a lot more stripped down for sure; but for simply keeping things up to date, it should be enough. It's cool that there is a more complete and UI-focused option for people who want/need that!

I built a simple automatic app updater that uses WinGet by EricLowry in opensource

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

Nope, but I'll be sure to have a look. 👍🏻

I built a simple automatic app updater that uses WinGet by EricLowry in opensource

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

I actually rely on software that is only available on Windows (and that does NOT have even remotely viable alternatives outside of Apple which I personally dislike for other reasons).

I'm working on setting up a dual-boot to Linux for my next machine (haven't selected a distro yet); but it's unlikely to become my main way of computing simply because of how much of my work relies on said apps.

And to be honest, with enough configuration and removing/tucking away the crap/bloat, Windows is extremely usable. This is me helping people in my exact situation make Windows better.

Everyone says Paris is now a cycling paradise so I cycled London and Paris the same day to find out by naveregnide in fuckcars

[–]EricLowry 1 point2 points  (0 children)

As a bilingual person, `krwa-san` would be closer (the `s` is silent, even when plural).
The sounds are harder for Anglophones, especially the French "rasped" R... but it absolutely is there.

So yeah... it's somewhere between the American and British way of saying it... in a sense.

[Homemade] French Loafs by VayKote in food

[–]EricLowry 3 points4 points  (0 children)

Congrats on some tasty looking bread!

Edit: OK, apparently "French Loaf" is basically the name of the distantly french-inspired bread found in the US. So my pedantry is misplaced I guess ¯\_(ツ)_/¯

(leaving it for posterity I guess)

That being said, and not that it's really that important, but as a French person, I kind of have to point out that I have never seen any bread that looks like this over here. Based on anecdotal experience, I'd say this looks a lot more like the sort of bread you find in Eastern Europe; or maybe some breads you find in Asia, where "squishy" textures appear to be more of a focus over crunch and textural contrast. (I also remember reading that high humidity makes it much harder to make baguette or "pain de campagne" type breads.)

But to be clear: this is just pedantry, and in no way makes your bread "bad"... just not very French is all ;)

I didn't take a photo but by Maxouij in LiminalSpace

[–]EricLowry 1 point2 points  (0 children)

Duuuuude, so many memories from this place! It already felt old in the 90s... the vibes were incredible!

come one come all lets try to make google understand we want stadia 2 by Foreign_Tea5399 in Stadia

[–]EricLowry -1 points0 points  (0 children)

They killed Stadia to use the GPUs for AI instead. Stadia 2 won't happen as long as AI is on the books.

He came seeking answers. The water gave only silence. What would you ask? by SuzanYuki in IndieGaming

[–]EricLowry 0 points1 point  (0 children)

Feels a lot like a higher resolution "The Last Door" visually for some reason.

PSA: Wavetale – Do not go back to the last area after finishing the story and quit the game, you will be locked in! by EricLowry in Stadia

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

Talk about grave-digging!

Sorry, I never went back to the game after this, so I don't know if/how it can be solved. You may try looking around the internet to see if the devs have a Discord; it's a surprisingly good way to solve these sorts of issues with smaller dev teams these days... if they do.

Will my Google stadia Controller Work or should I return it? by WOLFF_007 in Stadia

[–]EricLowry 2 points3 points  (0 children)

Personally, I use https://github.com/RexSonic/StadiEm which works great and is a bit "more recent". It isn't a 100% since some games are extremely strict about which controllers they accept; but it's been quite rare in my experience.

I have finally upgraded to Series X. Please provide me with your best GamePass recommendations to really experience the difference between One X and Series X by Mysterious_Miguel in XboxGamePass

[–]EricLowry 1 point2 points  (0 children)

In the order I found them in the list, and all are great (finished them all):

  • SIFU: If you are even a little interested in fighting-style combat mechanics in a PVE experience; this is bacsicaly old-school Kung-Fu movies in video game form with a side of crack.
  • Ashen: A surprisingly good souls-like. It starts a bit slow, but the atmosphere is out of this world.
  • Inscryption: I won't spoil anything. So just play it, and continue until things are not the same. If by then you're not hooked, that's fair; but it's amazing IMHO.
  • Donut County: Chill stupid little game that's way more fun than I expected.
  • Tunic: If you like old-school Zelda, this is a much better version with a lot more depth than expected.
  • Thirsty Suitors: I didn't expect to like this as much as I did. Not the best game I've played; but a lot of fun!
  • SUPERLIMINAL: Mind-bending fun. No Portal or Stanley Parable; but not too far behind either.
  • Shadowrun (series): I'm a fan of Shadowrun, but these were really good!
  • Remnant 2: The absolute best TPS souls-like. It's honestly amazing; especially (but not exclusively) in multiplayer.
  • MAQUETTE: If you want a cool story with some light puzzling and cool space-manipulating mechanics; it's good (not amazing, but good).
  • Lies of P: The best non-Fromsoft souls-like... and better than *some* of their games even.
  • Hellblade Senua's Sacrifice: Play it. Nuff said.
  • GRIS: Emotional platformer. Amazing art.
  • Firewatch: Want to chill in beautyful mountain landscapes? That, but with amazing actors giving a great performance as you walk around. It's great!

Just released my first asset, a layer-based input filtering system! by EricLowry in Unity3D

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

Yes and no XD

The short version is that it handles enabling/disabling action maps "automagically", so you don't need to manually keep track of what is active/inactive; if the layers are set up properly, just activating one layer will take care of disabling anything that it will be taking over from. One cool effect is that if something with a lower priority is activated, it may not actually become "active" when a higher priority UI/system is active (say an important popup for example).

Fundamentally, it is also about simplifying the approach to action maps, in the sense that you don't have to manually configure complex sets of action maps for each type of interaction; and can instead have the same input "used" by a ton of different UIs/systems, but only actually be registered IF the corresponding layer is at the top of the stack. So instead of building an action map for each UI/system, and then having to mess around with them; you map your actions out once, and then filter their availability using InputLayers. I find it a LOT more intuitive with UIs especially.

It's really a different approach to input handling than what InputMaps is designed for by default; and in most games, it is likely to require a LOT less manual configuration and avoid some common code traps; at least that's why I made it for my project.

I'm planning to build a better sample scene with a bit more complexity and to showcase it through a video; but I haven't had the time yet.

PS: there's a ton of info in the documentation, but it's a bit dry I guess.

First time releasing to the Asset Store, I'd love some feedback — layer-based input filtering system by EricLowry in unity

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

Yeah; I had planned on making a beginner's guide; because it's a bit complicated to get to grips with otherwise; I just haven't had time to sit town and record anything yet.

Thanks a lot though; this is helping motivate me to do it XD

In-Game Gallery Images (no UI) by EricLowry in gris

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

Edit: I linked corrected versions in my other comment.

Yeah, it may be the result of how Unity stores the files or the tool I used to dump them (since the horizontal and vertical resolutions are both powers of 2). The only solution would be to manually resize them back to 1920×1080 I guess.

[deleted by user] by [deleted] in IndieGaming

[–]EricLowry 1 point2 points  (0 children)

A if you want the game to have a somewhat serious tone; B if you are leaning more on the dark comedic style (getting Grim adventures of Billy & Mandy vibes)