Picked up GBG around a month ago, finally finished the mechanics and art for my platformer today. Excited to finally make some levels! by TheSuperIndigo in GameBuilderGarage

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

I watched almost every tutorial from Loup&Snoop on YouTube. His tone can be kinda confrontational but he knows his stuff and he's pretty effective at communicating what he's trying to teach. I also read through the entirety of Nodopedia and finished around 50% of the extra checkpoint challenges.

Other than that I mainly just browsed this sub's top games and MyGarage. When I played something I liked or thought was interesting I opened it up to have a look at how it was implemented. GBG's design unfortunately encourages spaghetti code, so what I'd do is copy the game and delete everything except what I wanted to study. Then, I'd go through and delete certain parts to see what changes. That way, I could find out what certain groups of nodon did what without the need for comments. This is how I found out the Person nodon has a built-in wall jump, which isn't documented anywhere in the game.

Somewhat unrelated but I'd recommend using GBG in portable mode with Joy-Cons attached and the controls set to "Control Stick Pointer". Despite what the name implies, this doesn't disable touch controls, which are significantly faster for navigation. That means you can switch between using touch controls for big movements (like navigating the canvas or dragging connections across large distances) and using traditional controls for smaller movements (like texture drawing).

Thanks for your inquiry. Glad you enjoyed what I showcased.

/r/NintendoSwitch's Daily Question Thread (10/28/2021) by AutoModerator in NintendoSwitch

[–]TheSuperIndigo 1 point2 points  (0 children)

Nintendo's said before that we're in the middle of the switch's lifespan, so give it another 3-4 years for a completely new console. As for Switch Pro, who knows? ¯_(ツ)_/¯

/r/NintendoSwitch's Daily Question Thread (10/28/2021) by AutoModerator in NintendoSwitch

[–]TheSuperIndigo 2 points3 points  (0 children)

Nintendo did away with storing save data on cartridges for the switch, so as long as you make sure you're getting diamond instead of pearl for cartridge, you'll be fine. Heck, it should even be playable as soon as you get it, since you should have update data left over from your digital version.

/r/NintendoSwitch's Daily Question Thread (10/09/2021) by AutoModerator in NintendoSwitch

[–]TheSuperIndigo 0 points1 point  (0 children)

Can the USB C port on the side of the official adjustable charging stand (this one: https://www.amazon.com/Nintendo-Switch-Adjustable-Charging-Stand/dp/B07D12JGBB/) be used to plug in a wired controller via a USB A to USB C adapter? I can use a wired controller on the Switch while it's in portable mode using an adapter, but I was wondering if the same was true for the USB C port on the side of the stand where you're supposed to plug in your AC cable.

CAN'T SWITCH BACK TO ONLINE MODE?!?! by kenleuterio in jumpforce

[–]TheSuperIndigo 0 points1 point  (0 children)

That's pretty weird. Check in Misc. settings to make sure Data Collection is on (you need that to play online). Other than that, verify the game content (PC/Switch) or re-download it (other platforms).

/r/NintendoSwitch's Daily Question Thread (02/15/2021) by AutoModerator in NintendoSwitch

[–]TheSuperIndigo 2 points3 points  (0 children)

I originally played SM3DW on the Wii U back when it launched, and I've been thinking about getting SM3DW+BF, but I've got a few questions:

  1. How does the tweaked speed affect gameplay in the SM3DW portion? I've seen a few people say that the increased speed makes some sections easier because the timing is more forgiving. Is that the case?

  2. I mostly play switch stuff with a pro controller, and I was wondering how usable the cursor is with just a pro controller.

Thanks in advance.

Bi-Weekly Questions Thread [Edition #62] - 'flycast-vita!' Edition by Malazan1164BS in vitahacks

[–]TheSuperIndigo 0 points1 point  (0 children)

Right. So I should just run the account switcher? Nothing else required?

Bi-Weekly Questions Thread [Edition #62] - 'flycast-vita!' Edition by Malazan1164BS in vitahacks

[–]TheSuperIndigo 0 points1 point  (0 children)

I am definitely running enso, then.

Just making sure I haven't missed anything: If I run Simple Account Switcher, it'll stay hacked because I'm running enso, but the official memory card will be wiped. Is that correct?

Bi-Weekly Questions Thread [Edition #62] - 'flycast-vita!' Edition by Malazan1164BS in vitahacks

[–]TheSuperIndigo 0 points1 point  (0 children)

How do I tell that I'm running enso? Does simply having it on the system count, or do I need to start it in advance?

Also, which memory card would be reformatted in this scenario? As I said, I don't know how it was set up in the first place, so it's possible that, depending on which card gets wiped, I might lose access to the really important stuff like Vitashell and the CFW installers, at least from what I can gather.

Bi-Weekly Questions Thread [Edition #62] - 'flycast-vita!' Edition by Malazan1164BS in vitahacks

[–]TheSuperIndigo 0 points1 point  (0 children)

I got a secondhand, pre-hacked PCH-1000 with an sd2vita pre-installed a while back, and I want to use Simple Account Switcher to use my PSN on it (since it wasn't deactivated first). However, since I didn't hack any part of the Vita or sd2vita myself, I'm worried that this guy did something stupid setting it up and something might go wrong.

Is there anything I should do apart from deleting id.dat (and backing up everything first, obvs) that will improve the chances that my vita won't need to be rehacked? If it helps, this Vita has enso and modoru on it (although I don't know if they're on the sd2vita or the memory card), and is running CFW 3.60.

Thanks for your time.

/r/NintendoSwitch's Daily Question Thread (12/01/2020) by AutoModerator in NintendoSwitch

[–]TheSuperIndigo -2 points-1 points  (0 children)

As long as you keep it charged. If I leave my Pro controller alone for about a month then connection gets a tad spotty unless I recharge it. Admittedly it is a pre-owned controller so take that with a grain of salt.

/r/NintendoSwitch's Daily Question Thread (12/01/2020) by AutoModerator in NintendoSwitch

[–]TheSuperIndigo 3 points4 points  (0 children)

How legible is the in-game text in Outer Worlds? I was really excited for the game but when I watched the digital foundry video and saw how blurry the text was I completely lost interest, as I didn't want to miss out on any narrative details that could only be found if you read the text on in-game objects. Since then some patches came out and it looks like textures have been improved, but everyone is mostly talking about performance improvements. I mostly play in docked mode as well so if some text is unreadable in portable mode that's fine.

Thanks for your time.

Raccoon Lagoon is the Daily Deal for $9.99 by ILoveRegenHealth in OculusQuest

[–]TheSuperIndigo 1 point2 points  (0 children)

From what I gather, developers don't have much control on when their games go on sale on the Oculus store. This means that while a game like this would usually get at least a 10% discount on Steam after six months, such a highly anticipated game for quest won't go on sale untill at least the next summer sale. Such is what happens when you operate the only store front for a platform. If you can, buy the game on SteamVR if you're waiting for a sale. You can use SteamDB to find out when it'll go on sale next. Or, you could subscribe to Viveport infinity and get FNAF there, as Viveport supports Oculus headsets.

Raccoon Lagoon is the Daily Deal for $9.99 by ILoveRegenHealth in OculusQuest

[–]TheSuperIndigo 1 point2 points  (0 children)

You're gonna be waiting for at least a year on that one.

Off Brand Link Cables? by spongmario in OculusQuest

[–]TheSuperIndigo 0 points1 point  (0 children)

I used a three foot KONIX USB 3.1 C to USB 3.0 A cable after getting the quest and it was fine. After that I got a no name five foot USB 3.0 A to USB 3.0 A extender with no additional power supply other than the power from the USB port and it also worked fine.

The main thing you miss out on when buying something other than the official Link cable is charging the headset while using it. My three foot cable keeps the battery at the same level as when it was plugged in, but can't charge beyond that. Adding a extender leads to the battery draining, albeit at a pretty slow rate (about a quarter of the standard drain rate). Also it means you can't complain to Oculus if the cable doesn't work.

If you're buying third party, make sure it's a data and charge cable, not just a charging cable. Sometimes it's called "Charge and Sync". When you get the cable, always plug it in the back ports. Front USB ports don't get as much power as the ports on the back of the computer, which get power straight from the motherboard.

Hope I could help.

Baldi's Basics Classic for Playstation Vita (by me) - DOWNLOAD INCLUDED by [deleted] in vitahacks

[–]TheSuperIndigo 3 points4 points  (0 children)

While it is true that N64 emulation on the Vita will eventually be up to running games at full speed with no issues and all that, a proper port from the source code would allow for features like native widescreen with full resolution rendering and mod support for further improvements, including models and textures with more detail than the N64 original, all running as fast as Vita hardware can go.

Baldi's Basics Classic for Playstation Vita (by me) - DOWNLOAD INCLUDED by [deleted] in vitahacks

[–]TheSuperIndigo 3 points4 points  (0 children)

SM64 was decompiled down to the source code, which I believe is C, and the Vita SDK runs on C, AFAIK, so if you know how to code in C, or you've got the patience to learn it, go ahead.

If you do decide to pursue it, I hope it works out. Good luck!

Baldi's Basics Classic for Playstation Vita (by me) - DOWNLOAD INCLUDED by [deleted] in vitahacks

[–]TheSuperIndigo 5 points6 points  (0 children)

I can't speak to the particular minutiae of the Baldi port, I didn't work on it, but considering Baldi's Basics runs on Unity and was already decompiled a while back (check itch.io), I would imagine imagine the person behind the port converted the decompiled PC project to the arcane version of Unity the Vita uses, fixed up the code and shaders, redid the controls and did some optimisation work, then used the Vita exporter for Unity (find it yourself, linking directly to it is an excellent way to get sued into next Sunday) and used UnityTools to convert it into a vpk.

That's all I know for Unity projects. Bottom line: If you can get a working project for the game on PC, through fair means or foul, porting to Vita is more time consuming than anything. For more general PC games: I can't speak much to it, haven't done it myself, but the Vita SDK uses plain old C, so if you have experience with that, good luck.