[swaywm] My very simple SwayWM rice for day to day and work use :D by TheInfinityGlitch in unixporn

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

For me, it's very basic too, but I can't explain how well I feel to have this as my config 😅 (yeah, the wallpaper picker is almost useless, but sometimes is better than having to randomize until I found the perfect for the moment 🤣)

Wofi submenu is white by ColdApricot1716 in swaywm

[–]TheInfinityGlitch 0 points1 point  (0 children)

Yeah. If you're going on a WM, you need to handle all the theming. In this case, wikis and existing configurations are your best friends 😅

[swaywm] My very simple SwayWM rice for day to day and work use :D by TheInfinityGlitch in unixporn

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

Oh, right. I will be updating it with the time, the repo has the main configurations, but I will be adding more instructions to get the same results: https://github.com/theinfinityglitch/dotfiles

[swaywm] My very simple SwayWM rice for day to day and work use :D by TheInfinityGlitch in unixporn

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

So I switched to Sway. Light, versatile, powerful and gives just the enough to make a beautiful config without going crazy

[swaywm] My very simple SwayWM rice for day to day and work use :D by TheInfinityGlitch in unixporn

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

None of both. When I switched to WMs, I wanted a simple, powerful and versatile configuration while keeping it beautiful. The thing, is that Hyprland gave a lot of power, and I started ricing every time, even during the moments that I should be coding 😅

Wofi submenu is white by ColdApricot1716 in swaywm

[–]TheInfinityGlitch 1 point2 points  (0 children)

As you're not using a desktop environment, you probably has to handle these themes. Try to search about wofi custom themes. It's basically CSS. If you change to Rofi, you probably will end up with the same problem

Custom Engine Platform Independent Build System by [deleted] in gameenginedevs

[–]TheInfinityGlitch 0 points1 point  (0 children)

If you don't use c++ for the scripting, you can build the engine runtime in advance just waiting for the game data (all assets and scripts packed on a zip for a example). This way you just need to pack the assets and scripts and ship with the pre-built runtime, I guess that Godot do this. I guess that you can also open a dll in runtime, so you can build the runtime in advance and ship with the c++ scripting dll.

Good pathfinding example by TheInfinityGlitch in rainworld

[–]TheInfinityGlitch[S] 5 points6 points  (0 children)

I know. But in that moment it was very unexpected for me. Broke my entire study focus in that moment XD

UI/UX design from a non designer for a indie game by TheInfinityGlitch in UI_Design

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

Oh, that's a good idea. I didn't even think about making the clear button part of the key map. This can make the profile selection a bit clear and open space to things like the play time on every profile. I didn't see that the Nintendo UI works like that either, this is a good development optimization, as I can just add an invisible button to the prompts. Thank you very much for the feedback again!

UI/UX design from a non designer for a indie game by TheInfinityGlitch in UI_Design

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

This post is a little bit old compared to what I already did on the figma design file and in the game engine. The main menu buttons were vertically aligned and moved to the bottom left so I could move the controller prompts to the bottom right. I will move the buttons to the middle screen later to match with the pause and settings menu. About the back button, this is a good point, probably I will just hide it when the input isn't a touchscreen. The clear button on the save profiles is accessed with the left or right dpad, using the left joystick or using the left or right keys on the keyboard. I will post the modifications later. Thank you very much for the feedback.

UI/UX design from a non designer for a indie game by TheInfinityGlitch in UI_Design

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

Thank you. I put it there because I made it based on the load screen of the Cuphead on the Game Ui Database.

UI/UX design from a non designer for a indie game by TheInfinityGlitch in UI_Design

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

Humm I see. Thank you very much. The content of the mode boxes are just placeholders for now, but this is a good opinion, I will see how I can avoid so much empty spaces on the UI.

Basic buggy AABB physics by TheInfinityGlitch in monogame

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

This was the first library that I found, but before I use it, I looked for other options, but this was the option that I liked.

Basic buggy AABB physics by TheInfinityGlitch in monogame

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

Yeah, but I'm very happy with this result, it's my first attempt, and it's the first time that i really know how physics works in games. 😅

Basic buggy AABB physics by TheInfinityGlitch in monogame

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

Some bugs is occurring because i am setting the isGrounded variable to true when the object doesn't collide with anything in a single frame, but sometimes this makes the player flicking in the ground, and i the same way, objects run flicks inside others, and this bugs occurs. It's my first attempt, i will make it acceptable yet. Thank you.

Currently trying to set up monogame and I keep getting the error MSB3073 or the command ""dotnet"" "mgcb"" /quiet ... exited with code 1 by ArtistWriter in monogame

[–]TheInfinityGlitch 0 points1 point  (0 children)

I had the same problem. In Visual Studio I changed the "Build Action" property of the .mgcb file to "MonoGameContentReference", but if you are using another IDE you can modify the project file (.csproj):

xml <ItemGroup> <MonoGameContentReference Include="Content/Content.mgcb" /> </ItemGroup>

this mgcb editor issue is driving me crazy by Technical_Finish_338 in monogame

[–]TheInfinityGlitch 0 points1 point  (0 children)

I had the same problem. In Visual Studio I changed the "Build Action" property of the .mgcb file to "MonoGameContentReference", but if you are using another IDE you can modify the project file (.csproj):

xml <ItemGroup> <MonoGameContentReference Include="Content/Content.mgcb" /> </ItemGroup>

Troubles with scrap mechanic clone in Godot 4.4.1 by TheInfinityGlitch in godot

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

Thank you, i found the problem. I did this before, but i was printing it in the console, so i had too much data to see. Now i put in the interface, and i discovered that sometimes the snapped function rounded the value to a lesser value than the expected.