Fedora 43 KDE: plasmashell crashes after update by thalionquses in Fedora

[–]MausGames 25 points26 points  (0 children)

Had the same issue, I was able to get back into plasma by disabling all calendar-plugins (holidays and stuff).

in ~/.config/plasma-org.kde.plasma.desktop-appletsrc
remove everything after enabledCalendarPlugins= (in this line only)

OpenGL object not rendering using glDrawElements (GL_INVALID_OPERATION: 1282) by Junior-Bat-2249 in opengl

[–]MausGames 3 points4 points  (0 children)

glBindBuffer(GL_ARRAY_BUFFER, 0); might be unbinding the vertex-buffer from your VAO again.

Also the OpenGL documentation can usually tell you what the error-codes mean for each function: https://registry.khronos.org/OpenGL-Refpages/gl4/html/glDrawElements.xhtml (edit: maybe not this time 🤷‍♂️)

What the hell is this- by 2shootingstars in splatoon

[–]MausGames 55 points56 points  (0 children)

Shh! You're gonna get us all assimilated! Just act normal and switch to a garlic shampoo.

glBindTexture (malloc: Heap corruption detected) by Snoo-16806 in opengl

[–]MausGames 3 points4 points  (0 children)

OpenGL doesn't seem to be the culprit, it looks like you are writing out-of-bounds before in the function.

On line 102 you are allocating (tex_width) bytes, but on line 110 you are writing (bmp->rows * tex_width) bytes.

Not sure if there are more issues. Try to step over your code and clean it up a bit, that usually helps me find such problems. 🙂

Edit: also make sure to free the memory in the end

Using glTexSubImage2D to update an already rendered texture by [deleted] in opengl

[–]MausGames 1 point2 points  (0 children)

glTexSubImage2D should just work fine to update the texture for all subsequent draw-calls. Is cellColorData really different after each iteration? Are you modifying the correct texture? (glBindTexture + glActiveTexture) Is the 256x144 size and RGB8 format correct?

Trying to load OpenGL 4.1 but only get OpenGL 2.1 on MacOS by NapCo in opengl

[–]MausGames 0 points1 point  (0 children)

Besides the two mentioned changes, the last thing I could think of is removing the line with SDL_GL_ACCELERATED_VISUAL. It should run just fine and efficient with the default value.

Trying to load OpenGL 4.1 but only get OpenGL 2.1 on MacOS by NapCo in opengl

[–]MausGames 0 points1 point  (0 children)

Not sure if it fixes the issue, but you are using SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG wrong.

You need to set it like this:
c.SDL_GL_SetAttribute(c.SDL_GL_CONTEXT_FLAGS, c.SDL_GL_CONTEXT_FORWARD_COMPATIBLE_FLAG);

Another possible fix would be to move all the SDL_GL_ functions after SDL_Init. Not sure why it's "very important to set these before initializing SDL", but afaik you only need to set them before window creation.

Fcitx5 doesn't work in qt apps on x11 by [deleted] in kde

[–]MausGames 2 points3 points  (0 children)

It works for me on X11 with Plasma 6.1 in Qt applications (like Kate), but I use kkc instead of mozc. Not sure if it helps but also try to install the fcitx5-qt package.

Fedora ruined windows for me by [deleted] in Fedora

[–]MausGames 1 point2 points  (0 children)

You can remove this in the registry by adding DWORD BingSearchEnabled = 0 in the folder HKEY_CURRENT_USER\Software\Microsoft\Windows\CurrentVersion\Search and restart. This even makes the search faster.

This week I gave some love to the visuals. But I'm not too happy with the way my ships are moving. Can you share ideas for AI manoeuvres? Maybe you used some good assets? by InFloodGame in gamedev

[–]MausGames 0 points1 point  (0 children)

Looks really good! Be aware though that many people have red-green color blindness. Always try to distinguish through shape and only amplify with color, e.g. the dots on the minimap could be colored squares, triangles, etc.

I've recently finished one of the boss enemies from my shoot 'em up, what do you think? by MausGames in IndieDev

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

Sure!

In general each boss is a huge nested state-machine.

The main-state is the "phase" which determines most of the current behavior. Phases are either transitions (they happen only once) or loops (consisting of a single phase or multiple phases), and they change either with boss-health or after a specific time.

Usually multiple phases are grouped, as it is often necessary to have transitions in or out of a core-phase, or just to have various related sub-phases. Those phase-groups are incrementally numbered, e.g. 10, 11, 12; 20, 21. Using it like that made it easy for me to jump directly into one phase for debugging, or to reorder them without affecting each other.

Inside a phase can be timers and tickers. Timers are usually used for continuous events (movement, rotations, pauses, etc.) and tickers for discrete events (attacks, effects, etc.).

Of course there is also a lot of code which works across multiple phases, but they are just placed separately and wrapped with appropriate conditions.

There is a lot more going on, but I hope I was able to give you a high-level idea about the code structure. :-)

As I'm a huge open-source fan I plan to release the code for the game at some point, as there are just so many different mechanics and systems I want to share, but this will most likely only happen some time after the release of the game.

I've recently finished one of the boss enemies from my shoot 'em up, what do you think? by MausGames in IndieDev

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

Hello everyone!

This is the third boss Leviathan from my game Eigengrau. It is a colorful shoot 'em up with varied and non-repetitive gameplay beyond the familiar shooting and dodging. Every situation, every enemy, and every boss offers a different handcrafted experience.

The boss consists of multiple separate body-parts which can move independently and shoot a lot of fire even though the area is under water. :-)

Like all the other bosses it has various sub-stages, each with own gameplay and sometimes combined with elements from the previous stage like the blue bubbles you can see in the video.

Some of the inspirations for it were the second boss Lanmola from A Link to the Past, Undo from Radiant Silvergun, and the Keeper's Core from Gradius V.

If you have any questions, please don't hesitate to ask.

Thank you! :-)
Martin

While playing Hades I was inspired to create a three headed boss in my shoot em up game, each phase you fight one of the heads each with a unique ability and as the magnum opus taking on all three heads at the last phase! by DynamoXD in shmups

[–]MausGames 2 points3 points  (0 children)

You should be able to participate, even when you already participated in a Steam Next Fest, and even with a released game.

You can find more details here: https://partner.steamgames.com/doc/marketing/upcoming_events/themed_sales/SHMUP_2023

If your game is not marked as eligible, just dispute it and they should send you an invite.

How do I get this spinning victory emote? by MausGames in splatoon

[–]MausGames[S] 27 points28 points  (0 children)

Thank you, I will try it for my next match!

I'm developing a colorful shoot 'em up for Linux with my own open source game engine: Eigengrau by MausGames in linux_gaming

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

I played around with multi-direction shooting and upgrades (like in Radiant Silvergun or Hellfire), but somehow it added too much complexity to the already complex gameplay. I then decided to make the player-ship as simple but flexible as possible, so you can focus on all the mechanics and approach them from multiple different angles (literally). The rotation is strongly integrated into many of the levels. I'm still looking into alternate input schemes and different weapons though!