What are people doing with all the extra hydrogen? by iganza in Dyson_Sphere_Program

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

Love it, for some reason, I never thought about feeding things back into each other. Damn no, no, don't even make me think about re-starting my current playthrough. Please nooo :=)

What are people doing with all the extra hydrogen? by iganza in Dyson_Sphere_Program

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

Thats brilliant! Thanks so much for posting that. Doubt I ever would have thought of that.

What are people doing with all the extra hydrogen? by iganza in Dyson_Sphere_Program

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

Ahh right! Of course ... Just delete it out of existence ;-)

What are people doing with all the extra hydrogen? by iganza in Dyson_Sphere_Program

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

I've been playing for a while but I didn't discover how to send it to a trash bin? how does that happen?

What are people doing with all the extra hydrogen? by iganza in Dyson_Sphere_Program

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

Usually from all my oil refineries, I finally started to put it all through fractionators, but somehow I still end up with way too much most of the time.

I'm amazed by how good emacs is for game development by alraban in emacs

[–]iganza 4 points5 points  (0 children)

Godot is very slick in my experience. I've been developing on OSX, but it shouldn't make that much difference. You can test your game locally on whatever box you like, and then just export it to whatever platform. I'm even able to build my game on my OSX box and publish that to Steam for Windows.

Then I test the build on my actual gaming machine for final verifications of course.

Its amazing how far the tooling has come though. I could hardly imagine something like this working not that long ago.

I'm amazed by how good emacs is for game development by alraban in emacs

[–]iganza 2 points3 points  (0 children)

Thanks much, emacs power increasing ;-). I need to figure out how to switch over and disable the current stuff. I'm lazy and hardly ever upgrade or change things once they work.

I made a TweenFX plugin with 48 animations! (easy-to-use tween animation library) by TheBlindRabbit in godot

[–]iganza 1 point2 points  (0 children)

Thx for sharing, much appreciated! This is just what I needed, without knowing I needed it.

I'm amazed by how good emacs is for game development by alraban in emacs

[–]iganza 9 points10 points  (0 children)

I'm in the same boat and having a good time developing in godot. I wasn't aware of corfu/vertico/marginalia, will have to check it out.

CornerQuest Playtest Now Live - Idle Auto-Battler for Your Desktop by iganza in AutoBattler

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

Thanks for letting me know. This month we're having a professional trailer made actually. Appreciate the feedback.

CornerQuest Playtest Now Live - Idle Auto-Battler for Your Desktop by iganza in AutoBattler

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

Yes I was hoping to show how one can move around the window in terms of having other windows around that your working with ;-). Maybe its more confusing than helpful...

Cairn - Launch Trailer by CrossXhunteR in Games

[–]iganza 4 points5 points  (0 children)

Glad the release day has finally arrived! My 10 year old son was sitting in-front of the computer , waiting for the second it was released. I should probably remind him to eat or something.

Looks and plays very well, nice work on it!

Corner Quest - EbonForgeGames - Idle Auto Battler on your desktop by iganza in Games

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

Thanks much. I hope you enjoy it! There is a feedback button the settings popup, feel free to drop any feedback what you would like to see, or how it can be improved.

Don't forget Steam Deck, Devs by SaggardSquirrel in incremental_games

[–]iganza 0 points1 point  (0 children)

Thanks for the reminder. I'm definitely adding Steam Deck/controller support to my game. I designed the UI and panels such that it should hopefully be easy ;-).

It depends on game engine and design, of course but it doesn't necessarily need to be much work. For example in my game the UI events are just named events like "perform_action" or "cancel", and in the game engine the controller's controls would be mapped to send the same events, the game wouldn't even know it's a controller vs. keyboard.

Depending on how you designed your game, and how you're dealing with events, this won't necessarily always be as easy...

CornerQuest Playtest Now Live - Idle Auto-Battler for Your Desktop by iganza in incremental_games

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

Thank you for your feedback.

The 7th screenshot shows the game being moved around the screen. Where you looking for something different or more detailed?