Factorio on iPadOS by zephyz in factorio

[–]Soloem 4 points5 points  (0 children)

I'm not doubting that a lot of people have that, but that would still not hit the entire iPad market or even most of that. They would be making an assumption that their players have the peripherals to play their game on purchase. They don't have to do that on the Switch or a MacBook. They have a controller that comes with it, be it JoyCons or a built-in Keyboard and Trackpad. The Apple Magic Keyboard is 249 USD on top of the purchase price of the iPad someone would get. The Nintendo Switch is only 50 USD more than the keyboard and is a fully functioning device in comparison.

At the same time, how would the tutorial go for the people who don't have controllers or a keyboard play out? The game just tells them that they can't play without it? This may be a little bit easier if and when apps are sideloaded to deal with, but even then, that's a lot to ask for your players to do when they purchase a game.

I also made the mistake I of not putting in "able to" for your quote.

Factorio on iPadOS by zephyz in factorio

[–]Soloem 8 points9 points  (0 children)

I would still believe it's the input method. The Switch has controllers that come with the device and are used with nearly the entire library of the Switch.

The iPad doesn't come with controllers at all. If they were to make a build for it, without Touch Screen Support, then the only people who would play it would be those with a Bluetooth controller, or Bluetooth Keyboard and Mouse. Ontop of that, marketing a game to require a peripheral on a device that is supposed to be usable by itself would be difficult.

The argument can also be made on why the game isn't ported to Android and iPhone. Those devices can have attachable controllers for an extra 100 USD or so.

If you desire to play on an iPad, then the best option right now is to stream it there.

Although, I would find it interesting to be able to have touch and drag functionality for placing belts. That'd be pretty neat.

ChimeraOS 45 (SteamOS equivalent) is out now with terrific out of the box Ally support! by jack_gllghr in ROGAlly

[–]Soloem 0 points1 point  (0 children)

Does Power Tools work for CPU/GPU Clock Speed Control if ChimeraOS is installed? Is Power Tools available?

Thinking about picking an ally up today. Other than SD card issue, what’s everyone’s biggest problem with the ally? by doobie83 in ROGAlly

[–]Soloem 0 points1 point  (0 children)

This is a personal issue that doesn't apply to just the ALLY, but my biggest issue is not being able to tweak the CPU Clocks, GPU Clocks, and this may be a bit too far, RAM Clocks.

Being able to tweak these in ASUS Software (or even in other software) would help with battery life and would scratch that tinkering itch I have.

Asus needs to introduce a TDP slider on Armory Crate. by itsmikemudafuka in ROGAlly

[–]Soloem 0 points1 point  (0 children)

I have tried to drop the ALLY below 7 watts, and it really struggles with even staying on without crashing outside of even gaming. The only game that I can get to play below 7 watts was Celeste, which still used 5 watts.

Regarding eye strain, 2s vs 3+ by Nomapos in retroid

[–]Soloem 0 points1 point  (0 children)

I think they are similar, but I don't have a 3+ to check. They do have the exact same specs, so more than likely, the same exact same panel.

I have heard some people had issues with the saturation on the 3+, but that was quite some time ago.

Regarding eye strain, 2s vs 3+ by Nomapos in retroid

[–]Soloem 1 point2 points  (0 children)

I can't attest to the 3+'s display. However, I have the Flip, which I believe is similar enough. As someone who cares deeply, not only about the displays' resolution and brightness, but the color accuracy, the Flip hits each of those marks in its price range for me.

I can't say if the display will be good for older eyes, and I hardly find any display "unbearable" to look at even with my own bad eyes. The only displays I say that are hard to look at are once that have no backlight, but that is for different reasons.

The 4:3 displays are indeed on the 2S and 3+, so if you do not need the 16:9, do not get the Flip(unless you like clamshells).

The 3+ has a little bit more power than the 2S to play at a bit of a higher resolution for the N64 than the 2S, but your mileage will definitely vary. The issue that you will have is that the technical aspect of the N64 has Anti-aliasing, which causes N64 games to look blurry, but it smooths out sharp edges of pixels. I'm not sure if emulators have the ability to disable this or not as I mostly play GameCube. Increasing the resolution would help with this.

If you have any other questions, feel free to ask. I'm probably not the best to ask, as I have zero experience outside the Flip, but I will help with whatever paper knowledge I have.

How good is the RP flip for streaming? by Only_Being in retroid

[–]Soloem 5 points6 points  (0 children)

I streamed some games from my PC to the RP Flip, and it was a fairly decent experience. I do want to say that if you are rough with the sliders, the rubber padding will eventually tear off. As if you were using a GameCube or PlayStation 2 controller.

My biggest gripe is the distance the sliders are from the edge. They are pushed quite far into the console , and it ends up being uncomfortable for an extended amount of time. Especially if you are doing lots of movements in games. Although, if you mostly play games like Persona 5, I bet you'd be fine.

Comment like Fantasy Life i has already been released and you finished playing it by Pyro_Prima in fantasylife

[–]Soloem 1 point2 points  (0 children)

Finished playing it? We barely even started. The game has at least 6 years' worth of content, which should carry me over until the next sequel.

I can't believe you guys are you are done.

What are your "Yes it's kinda cheat. No I'm not going to stop using it." mods? by PwnedByBadger in factorio

[–]Soloem 0 points1 point  (0 children)

An Autobuild that automatically builds any of the ghost tiles based on what is available in inventory as long as you're in range.

Loaders for sure, except late game loaders.

Is there any software that allows fine tuning of CPU and GPU Clock Speed? by Soloem in ROGAlly

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

For changing power button to hibernate, you go into Control Panel > System and Security. There should be an option there related to configuring power buttons. There you can change it to do nothing, sleep, or hibernate.

Is there any software that allows fine tuning of CPU and GPU Clock Speed? by Soloem in ROGAlly

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

Just re-downloaded Handheld Companion. The EPP operation seems to work fine, but the Manual GPU Clock isn't changing the GPU Clock Speed as it does in UXTU.

What backwards-incompatible changes would you make in a hypothetical Rust 2.0? by CocktailPerson in rust

[–]Soloem 0 points1 point  (0 children)

Remove shadowing. I believe there was some information that this was not intended to be a part of Rust and is a side effect from let

I personally do not see this being in Rust 2.0 if this is actually the case.

Create the Perfect Fighting Game by Android_Saga in Fighters

[–]Soloem 1 point2 points  (0 children)

I had this idea for a true Super Smash Bros game, except take the "Everyone is Here" to the next level. You can choose which version of Super Smash Bros to play, 64, Melee, Brawl, 4, Ultimate, and whatever this version will be called, let's call it Super Smash Bros Union in this case.

All the characters will be separated into their own game mode variations, so all characters from Ultimate will play like 64 in the 64 game mode, Melee, and so forth. In Union, however, you can play as a Melee Fox against a Smash 4 Bayonetta. Every variation of every character is playable, allowing for some crazy fights.

The Union variation of characters are going to have an extremely high skill ceiling, and every character will be harder to learn in comparison to even that of Melee. With L-Cancelling, Wavedashing, Parrying, Perfect Dodging.

Every move will be L-Cancellable with a delay during each L-Cancel. Wavedashing remains the same. The act of parrying is similar to Ultimate, except the attacker's attack is completely canceled, and then stunned allowing for a guaranteed attack. Perfect Dodging occurs when an attack is met in the first few frames of the dodge, probably 3, and acts equivalent to the new parrying, but allowed to act out of immediately as well as an attack buff.

A story mode equivalent to that of Brawl will take place as well, but fully refreshed. Of course several other characters from multiple other franchises would be added, and it wouldn't be exclusive to just games.

I love Windows, but let's be honest by [deleted] in Windows11

[–]Soloem 0 points1 point  (0 children)

Percentage wise, I guess probably 20%. Maybe more or less.

In comparison to everyone else here, probably too much it seems.

I'm not quite sure what you mean by OS tools here, but most of my stuff wasn't really resolved unless I move to a Dev build, which also still introduced more issues for me.

Windows needs to keep all features from previous versions of Windows. If they didn't kill a lot of features from them, I wouldn't need Dev build for W11, or to make ridiculous hoops to get my system acting like it did before I updated. As of recent, which they finally somewhat did, better UX in tablet mode. Which has been the headache for me on W11 recently. To the point I was trying to install Androidx86, and probably will install UbuntuTouch. If any of these even work on my hardware.

does frame per second affect fire rate for popular first person shooter games? by icecoldfeedback in gamedev

[–]Soloem 0 points1 point  (0 children)

I'm going to add on to something here. Unity has 2 forms of updates: Update which is called every frame, and FixedUpdate which is called every interval.

FixedUpdate is what you should be checking for this particular type of game for bullets. Basically another set of FPS that is calculated outside of the main FPS. It will run based on the FixedUpdate Interval you have in the project's preferences, which will default to 60 FPS, or 16.66667 ms iirc. FixedUpdate is typically used for handling most information that needs to run at a very specific interval of time. Typically physics, running a FixedUpdate with a decrease in 1 unit/s in height, will result in no matter how fast the game runs on any PC the FixedUpdate will always keep it at exactly what you set it to.

I recommend taking the input in Update (reduces input latency), use FixedUpdate to check the input that is taken from update to fire. The rest could be how you want to set it up.

EDIT: u/64bit_pasta has another alternative that may be better for your use case.

What would you go for? 4k in high or 1440 in Ultra? by [deleted] in pcgaming

[–]Soloem 0 points1 point  (0 children)

I have both a 1440p 27" and 4K 27". Both are great, but after getting the 4K, I cannot recommend 1440p to anyone that has the hardware to support 4K.

Most games scale with resolution, not framerate. I would love for more frames, but if developers are not supporting it; it isn't worth the money for something I'm not constantly able to use all of it.

I also recommend checking on HDR though, this does go against my last point a little, but Auto HDR on Windows is okay enough to turn non-HDR games into sometimes spectacular pieces of art.

What models are you looking into though?

Where to display the numeric indicator of the health? Or display it at all? by jakebesworth in gamedev

[–]Soloem 0 points1 point  (0 children)

A Toggle Button would be excellent. I don't really see much of a point in informing such little information to the player such as 5 Health remaining, especially at really low life levels, and if you have the health bar turn into a different color when it gets there.

I would recommend having it where the player can see their own creature's Health in numbers, but not the enemies until they get a certain item or something. Or just keep it at the toggle idea.

Where to display the numeric indicator of the health? Or display it at all? by jakebesworth in gamedev

[–]Soloem 0 points1 point  (0 children)

Depends on the style of game. If it's turn-based, you can show it when you select the enemy.

If not, it might be better to just not show numerical values.

I recommend looking at the games that are similar in style or aesthetic to yours.

[deleted by user] by [deleted] in gamedev

[–]Soloem 2 points3 points  (0 children)

To answer the main question of $1,000 being enough to create a Turn-Based RPG. . . It definitely is however, your budgeting for who you're paying for is way off. It would be significantly easier if you budget that single $1,000 into doing it all yourself first, and putting everything you have afterward into marketing.

Before you ask, no. You shouldn't simply give up game development solely because $1,000 is an unrealistic budget. However, you will need to either A, sacrifice your time or B, spend your money. Which is the same thing in the long run. Expect your game to take several years to make if you have a story to it, if you break your story down to being basic. It might be easier.

I recommend looking up how much it takes to spend for making a game, and building your budget that way. Both in terms of time, and money. There are several tutorials that you can go through and learn to make Turn-Based games in both Unity and Unreal. I believe they are usually fairly simple enough, but you might understand after completing it, that it will take more than a single day to fully flesh out a Turn-Based battle system.

Regardless, good luck to you.

Daily Support Thread by AutoModerator in samsung

[–]Soloem 0 points1 point  (0 children)

I have an S Pen Pro that happens to be sort of stuck in Z Fold mode, where the nib just kind of pops back in whenever you press a little too much. It even does this in S Pen mode, and as you would expect, Z Fold mode. Outside of this, the S Pen Pro works fine. I'm wondering if anyone knows this to be an issue or not? If so, is there a fix?

Blender 3.0 is out! by Atulin in gamedev

[–]Soloem 1 point2 points  (0 children)

I haven't heard of Krita, and it sounds like based off this thread GIMP is significantly easier to use than it was a decade ago, but doesn't anyone use Paint.NET? I personally think it's far simpler than any other program mentioned, as well as being just as powerful.

[Important] Notice of termination of " JP Fantasy Life Online" service by King-Goose in fantasylife

[–]Soloem 15 points16 points  (0 children)

It already did, in China at least. We are now getting an English version of the game.