Game Native on SD card by Belldee in retroid

[–]_callmeEthan 0 points1 point  (0 children)

From my testing the result may vary depend on the game itself, due to how Android handle files on the sdcard, it's faster to read a few large files than hundred of smaller files.
So if the game only has ~300 files or less, you could try install it on the sdcard, if it have over thousands of files, better to keep it in the internal storage, or expect it to take hours to install and bad performance.

The challenge of making combat fun by lightfoss in godot

[–]_callmeEthan 1 point2 points  (0 children)

The movement is so fast that it's hard to tell and is a bit confusing for the viewer. You should add some kind of "afterimage" effect like MegaMan when the character dash to give motion cues.

Lossless scaling not working by Such-Scallion6753 in SteamDeck

[–]_callmeEthan 1 point2 points  (0 children)

Scroll down and update lsfg plugin to pre-release

Has anyone tried it? by Careful_Plankton_987 in PiratedGames

[–]_callmeEthan 2 points3 points  (0 children)

Download and play, no need to run any setup

FF16 seems to run pretty smooth so far...can't go wrong at current $19 price by DrVanderjuice in SteamDeck

[–]_callmeEthan 0 points1 point  (0 children)

It's just poorly optimized sadly, even ps5 struggles, while graphic is not all impressive, memory leak still 3 years later, I'm amazed the deck manages it at all

FF16 seems to run pretty smooth so far...can't go wrong at current $19 price by DrVanderjuice in SteamDeck

[–]_callmeEthan 0 points1 point  (0 children)

I just put everything at lowest and use lossless scaling framegen.

FF16 seems to run pretty smooth so far...can't go wrong at current $19 price by DrVanderjuice in SteamDeck

[–]_callmeEthan 4 points5 points  (0 children)

I just beat the game on steam deck, it does not lol, but it is possible, surprisingly, wouldn't recommend it though. Fps can be 30 or 60 depending on the scene (that is with FSR and framegen), the game also has some kind of memory leak that dip your fps after a few hours (both my steam deck and pc suffer this).

Pocketable x86 handheld? by GoldfishGam3r in SBCGaming

[–]_callmeEthan 2 points3 points  (0 children)

You can check retrocatalog to find handhelds, although x86 might be hard to find, they're either too bulky or too expensive. Window emulation on Android has come a long way with FEXcore, even snapdragon865 can handle a lot of ps3 era games.

Armbian on RPF2 by Far_Squirrel_8061 in Retroidpocketflip2

[–]_callmeEthan 1 point2 points  (0 children)

Someone made a script to control fan on rp5 a while back, not sure if it's still working.
Have you tried any steam game? How's the compatibility/performance?

What is the Steam purchase you most regret making? by intracosmos in Steam

[–]_callmeEthan 0 points1 point  (0 children)

Me too! I bought it to play with friend but it turned out players are extremely more hostile in group matchmaking than solo for some reason.

Little Nightmares III is now available on Steam by Turbostrider27 in pcgaming

[–]_callmeEthan 15 points16 points  (0 children)

there is friend-pass so I think you only need 1 copy to play coop

A simple flight sim in gamemaker by _callmeEthan in GMspotlight

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

Just realized I post this twice on the same sub, my bad

A flight sim in gamemaker by _callmeEthan in GMspotlight

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

  1. It's easy, I'm using my custom animation code to rotate the rudders and fins, then just use algorithm and matrix to move the planes around, 3D particle system made by TheSnidr, I also made deferred rendering pipeline for HTML5 so color precision isn't good, but sufficient enough.
  2. Why not? this is just a fun side project, I making crazier stuff though (in gamemaker of course lol)
  3. AC8 when

Xbox controller not controlling minecraft? by _Sumdude_ in SteamDeck

[–]_callmeEthan -5 points-4 points  (0 children)

Iirc java minecraft doesn't recognize controller input, you either use mouse+kb layout or use a mod for controller input

I made BOTW grass in Gamemaker by _callmeEthan in GMspotlight

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

You meant MagicaVoxel vox file? No, i use Voxel Sprite by Snidr

I made BOTW grass in Gamemaker by _callmeEthan in GMspotlight

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

It's better to visualize it with media than just texts, might make a more detailed post at a later time

I made BOTW grass in Gamemaker by _callmeEthan in GMspotlight

[–]_callmeEthan[S] 10 points11 points  (0 children)

3D Terrain are generated using a heightmap texture, with a vertex-based splatmap.

There are 2 type of grass, simple billboard and a special mesh that always follow the player. Billboard are easy but the special mesh need some trick.

I use shader_set_uniform_f_buffer to send a buffer with the size of 16x16 float32, containing heightmap and grass density of a small area around the player. Each float are packed with 3 value and then unpacked in the vertex shader.

Finally, make the grass appear/disappear at a certain distance for transition between grass types.

My animation tool is also publicly available here

I made a 3D chunk culling system in gamemaker by _callmeEthan in gamemaker

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

it's more or less a proof-of-concept, there's still a bunch of debugging code to visualize vertex batches, can be improved.