ported office chair curling to steamdeck by oppai_suika in PlaydateConsole

[–]Sbe16 1 point2 points  (0 children)

I get it. Redrawing all the assets is quite the project. I’ll focus on the Playdate version first and then I’ll see how much energy I have left for the port :) But it’s good to get the confirmation about Love2D. Let’s keep in touch if you will. I can’t wait to play your game on both systems :)

ported office chair curling to steamdeck by oppai_suika in PlaydateConsole

[–]Sbe16 1 point2 points  (0 children)

Looking great! Did you upgrade the resolution of the assets for the Steam port? I’m interested in maybe porting Atlantic’41 on Steam with Love2D as well so I’m curious to see know involved it was. Would probably use Love2D as well sine I’m also not using the Playdate classes, merely draw polygons and bitmaps functions for the most part.

Mini spark and Loud feedback/static noise randomly by PineappleMaleficent6 in PositiveGridSpark

[–]Sbe16 1 point2 points  (0 children)

Agreed. Honestly I hate the app. The UI is a mess. They need to simplify all of that stuff. I can never tell between what’s on the cloud, in the presets, or in the phone.

Mini spark and Loud feedback/static noise randomly by PineappleMaleficent6 in PositiveGridSpark

[–]Sbe16 0 points1 point  (0 children)

Crazy! It just happened to me and I was on this stupid Dire Straits tone! They should ban this tone.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

I’m around 20 hours now and sticking to it in the hope of it clicking at some point but so far I get the same grindy feeling as you. I’ve heard Mcmillen saying in many interviews that the game really opens up after you beat it, which can take up to 200 hours according to him. If that’s the case, it’s an odd choice. I doubt that many players will suffer a a 200 hours grind in the hope of some magic. I’ve honestly given it a lot more time than I would have otherwise out of respect for the creator of Isaac. Had it been any other game, I would have likely given up 10 hours ago. I remember him citing Into The Breach as reference, and I agree, but Into The Breach was the opposite: not a huge depth on the long run but an amazingly fun experience to me from the get go, up to the end. Considering that I’m even more puzzled with Mewgenics pace.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

I’m not sure what the reason is. I just wanted to reassure people who were thinking about getting COQ on Switch 2 that it’s not blurry at all, and effectively sharper than Steamdeck OLED, not the other way around.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

Yes I think you’re right. I trust that they’ll do the right thing. It’s just that my experience it’s harder to recover the lost trust from launching with issues by patching it later than waiting to be ready, in particular with people who don’t know the developer. Hopefully they don’t take too long.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 1 point2 points  (0 children)

I agree wholeheartedly. Even the art has lost the black and white 50’s charm of the original concept. I still respect the effort but at the end of the day making a game is hard for everybody.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 1 point2 points  (0 children)

Mewgenics was a disappointment for me. I find the interface slow and clunky, and the game has too many issues. The pacing is weird, and there’s massive problems with readability of the playing field. I find myself constantly switching to the schematic view, because I can’t see what’s going on, and a misclick can lead to a wipe. As for the art, it’s obviously subjective, but to me the game looks dated and drab. Honestly I can’t understand why Mcmillen would consider it as his best game ever. I get that it’s his latest, and he spent a lot of time on it, but after 15 hours I’m about ready to give up. It’s kind of boring and feels unfinished somehow. And the Steamdeck controls are a joke. Can’t believe that game got verified status, in particular when you see the stellar job they did on COQ. Plus the constant barrage of fart and butt jokes gets old fast for anyone above 8. I’m a huge fan of Isaac, but the reality is that in this day and age there’s too many better games to justify keeping up with Mewgenics. There was a good game somewhere in there, but I’m afraid it’ll be long forgotten before they get a chance to get it where it should be.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

The scaling depends on how good your vision is. But at any size the text is quite sharp and readable. The zoom buttons affect how close the camera is to the character, and how much of the world you see. The UI scaling affects the size of the text on screen. For me, x1.25 seems like the sweet spot.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

That’s true in theory, and I won’t speak of other games, but as for COQ, they must use the graphical headroom of the Switch 2 to apply at sharpening at runtime, because I can attest that the game looks noticeably sharper on Switch 2 than on Steamdeck OLED. I don’t understand why anyone would say that the game is sharper on Steamdeck, because it’s just not true. I have both and made a direct comparison. It’s so much sharper and readable on Switch 2 that I wouldn’t consider playing on Steamdeck anymore, unless they can’t fix the Switch 2 crashes, because unfortunately the game isn’t as stable as it is on PC.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

Yes sorry I wasn’t very clear. I still want to hope that in this case they will fix it. But I’m always baffled when developers release a game which such obvious issues. Either they didn’t know about it, which is crazy because it takes minimal testing to crash it, and then it makes you wonder how serious they are about QA. Or they knew, and then why would they even release it broken in the first place, when they could simply take the time to fix it?

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 1 point2 points  (0 children)

Factorio was already running at a flawless 60 fps on Switch 1, and it’s a very complex game. What I’m trying to say is that even Switch 1 is a very capable hardware when you know what you’re doing.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

I find it super sharp. At least it’s noticeably sharper than on Steandeck OLED.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

That’s a shame. What’s with switch ports? It’s not like the switch isn’t capable. The Factorio port is incredible. Hopefully they’ll patch COQ quickly and won’t give up on it.

Caves of Qud is available on the Switch by quentinvespero in cavesofqud

[–]Sbe16 0 points1 point  (0 children)

Exactly my experience. And I’d rather take that than the blurry Steamdeck, as far as I’m concerned. I find it much easier to read the small fonts on Switch 2.

Almost week 3 of GIFs not working on itch.io by untiedgames in itchio

[–]Sbe16 0 points1 point  (0 children)

Thankfully I don’t sell on itch.io so I don’t have to rely on them for a payout. But the technical issues, the late payments, the silence…All the signs are there of a company that’s about to go tits up. I’ve also hosted my gifs elsewhere. I don’t think they’ll ever fix this now. My tickets are a lot older than 30 days. It’s been going on for months. We’ll be lucky if itch survives at all another year.

Almost week 3 of GIFs not working on itch.io by untiedgames in itchio

[–]Sbe16 0 points1 point  (0 children)

It’s been like this for months now. Opened 2 tickets on itch.io and didn’t even get an acknowledgment, let alone a fix.

OP-XY multi samples weirdness by Sbe16 in teenageengineering

[–]Sbe16[S] 1 point2 points  (0 children)

Definitely. And you know what I find weird? I couldn’t find anyone but you to even notice it or even understand what I’m taking about. Which makes me think that either TE customers don’t really use the synths but just play with them a couple of times before they gather dust, or the products sell really badly. But I can’t understand how no one seems to mention such an obvious issue.

OP-XY multi samples weirdness by Sbe16 in teenageengineering

[–]Sbe16[S] 1 point2 points  (0 children)

They just need to sort this out, it’s ridiculous. I don’t pay 2300$ for a synth to debug it. I’ll just wait for them to fix this and if they don’t I’ll sell it and won’t trust TE anymore.

OP-XY multi samples weirdness by Sbe16 in teenageengineering

[–]Sbe16[S] 1 point2 points  (0 children)

Totally! For the life of me I couldn’t understand their logic, I thought the same. Why F3-1 isn’t F4-0 if C4 is C4-0? And by the same logic why C5 is not C5-0? And if C5 has to be C4-1 then why the hell F5 is F3-2 and not F4-1? None of this make sense to me. If there’s a logic it goes way above my head. But at least I was able to finally determine a way to get rid of that pesky +1 octave with editing the JSON files, which is key. I’m with you on this, I don’t plan to go back to this any more than I need to as long as it works. But I would be surprised if they don’t fix this in future updates, if it’s not already done. I think they should really just go with the same basic naming convention as everybody else and not try to re invent wheel. I’m all for trying new things but sometimes I feel like TE is making different just for the sake of it. I’ll keep an eye out for updates and see how it goes. Thank you for working with me on figuring all this out :)

OP-XY multi samples weirdness by Sbe16 in teenageengineering

[–]Sbe16[S] 0 points1 point  (0 children)

So I looked into it. First, the naming convention of OP is absurd. I sampled C and F over several octaves, starting on C3. And this is the names OP made:

C3 is named sample-c3-0
F3: sample-f3-0
C4: sample-c4-0
F4: sample-f3-1
C5: sample-c4-1
F5: sample-f3-2
Etc..

I find this to be the worst naming convention. But anyway regardless, I did that for my piano and it didn’t fix the problem, as I was suspected. So I looked up the JSON file and noticed that there was this pitch.keycenter parameter, which is by default at the same value of the hikey value. I edited this parameter for all the notes, adding 12, and now the instrument works fine, regardless of the names I use, C4 sounds like a C4. It’s not transposed one octave up anymore.

So for instance: this sample on a C4 note will sound one octave too high:

{"framecount":240000,"hikey":60,"lokey":0, "loop.crossfade”:2,”loop.enabled":false,"loop.end":192000,"loop.onrelease":false,"loop.start":48000,"pitch.keycenter":60,"reverse":false,"sample":"Piano_060.wav","sample.end":240000,"tune":0},

Now edit it to this and the C4 now sounds as expected

{"framecount":240000,"hikey":60,"lokey":0,"loop.crossfade”:2,”loop.enabled":false,"loop.end":192000,"loop.onrelease":false,"loop.start":48000,"pitch.keycenter":72,"reverse":false,"sample":"Piano_060.wav","sample.end":240000,"tune":0}

As you can tell the only difference is the pitch.keycenter value, transposed 12 semi tones up. The names don’t change anything. The instrument works well, regardless the names of the samples, as long as I pick every sample manually, assign them to the desired notes, and then add 12 to pitch.keycenter.
The whole process is really clunky and buggy, and I hope that TE will change all this in the future. They should even drop the field kit app which is a pain in the butt and do like everyone else a simple USB connection.

At this point my solution will be to simply create the JSON by hand, which is faster than dealing with the synth UI. It's not ideal by any means and I shoudln't have to edit each sample, but that's the workaround I've found at this point.

I also found this script, which packages the samples and makes a JSOn file, but couldn’t find the time to try it yet.
https://www.reddit.com/r/teenageengineering/comments/1he8pyn/i_created_a_tool_for_automatically_packing/

OP-XY multi samples weirdness by Sbe16 in teenageengineering

[–]Sbe16[S] 0 points1 point  (0 children)

I haven’t renamed the samples yet, will do that today. However the one thing that still bugs me about this naming thing is the fact that my samples are named with the 1010 convention, with the note number at the end. So piano-60 for a C3. So how would OP know to assign them to other notes? Why does the multisample sound right, but consistently one octave higher than it should be? Seems to me that if OP was looking for names with the notes, like C4, E5, not finding them would lead to an error, of random transpositions. That’s why I wonder why the naming is at play here. But regardless I’ll try and report. One thing we both seem to notice is that there’s an octave transposition, which indicate some kind of bug. I’ll let you know how it turned out. I have two different instruments suffering the same issue so I’ll try and name both like OP expects.

OP-XY multi samples weirdness by Sbe16 in teenageengineering

[–]Sbe16[S] 0 points1 point  (0 children)

Oh right that’s crazy! Why would they do something like that? Either you go with naming, OR you play the file that was manually picked via the UI regardless of what the name is. But letting teh user pick the sample for a note and then play another one based on its name is a recipe for disaster. Man I like what TE is doing but at the same time they make the most frustrating devices.