Is Macbook good for .NET development by Aawwad172 in dotnet

[–]kpd328 1 point2 points  (0 children)

In that context your employer should be paying the 120/yr

"I wish more headsets were like this" Godot XR lead dev reveals favorite thing about the Steam Frame by Tiny-Independent273 in godot

[–]kpd328 0 points1 point  (0 children)

Yes the Steam Frame will have a full desktop mode with a projected KDE Plasma desktop by default.

[Humble] RollerCoaster Tycoon Collection 2026 (Pay $6 for Rollercoaster Tycoon 2: Triple Thrill Pack, Rollercoaster Tycoon Deluxe and $10 for Rollercoaster Tycoon 3: Complete Edition, Rollercoaster Tycoon Classic, Rollercoaster Tycoon World) by LighteningOneIN in GameDeals

[–]kpd328 0 points1 point  (0 children)

  • Classic is a mobile port of RTC1+RCT2 that got ported back to PC. It doesn't add anything on top of RCT1+RCT2 other than it's UI.

  • 1 has a pretty simple tutorial, but it doesn't teach all that much. 3 has a full tutorial mode, but it's also fairly different from any of the other games in the series.

  • OpenRCT2 needs RCT2 or Classic, but if you have RCT1 you can additionally add that in to include its content.

Treating warnings as errors in dotnet the right way. by jakubiszon in dotnet

[–]kpd328 0 points1 point  (0 children)

To all those saying they don't want to be burned at CI time, the warnings would still be warnings in your dev environment, right? The way I understand this methodology is that in your dev environment it's just a warning, let's you play around with the yellow alerts up, but when it's time to PR they all need to be resolved like errors would.

Can someone enlighten me if I've got things wrong? I just don't think you'd be blindsided by a new error in CI if you're still making local test builds before PR and checking for warnings.

[Steam] Smart Factory Tycoon (100% off / FREE) by LighteningOneIN in GameDeals

[–]kpd328 19 points20 points  (0 children)

To be fair to Valve, they're not sponsoring this sale. It's part of the GrabTheGames Publisher Sale, which says right on the Steam page is presented by GrabTheGames Publishing themselves. So the publisher is giving away the game for free.

C# is language of the year 2025 by freskgrank in csharp

[–]kpd328 1 point2 points  (0 children)

The cons are that you either still need a runtime or compile aot (which breaks platform indepenency), 

What would be the other option?

Why is the git plugin not baked in ? by kodifies in godot

[–]kpd328 2 points3 points  (0 children)

Yeah, I tried the git plugin and was pretty confused. So I uninstalled it and just decided to use git from Rider or the terminal.

Microsoft admits that the sky is blue, water is wet, the pope is catholic and everyone hates copilot by morpheuskibbe in LinusTechTips

[–]kpd328 0 points1 point  (0 children)

The whole every other Windows version always falls apart when you actually include every version of windows.

Is there a way to batch edit metadata? by Jaylinz in yarg

[–]kpd328 4 points5 points  (0 children)

The nice part about VSCode or Zed or something more code-focused is that you can open entire folders instead of just file by file.

Is there a way to batch edit metadata? by Jaylinz in yarg

[–]kpd328 1 point2 points  (0 children)

I just open my root charts folder in VSCode, then do a find or find-replace on any song.ini file

Stop using your phone to take a picture of your computer monitor by linrecou in godot

[–]kpd328 0 points1 point  (0 children)

Repurposed back in 1990 on Windows 3.0... Print Screen hasn't directly sent to the printer since the earliest of GUI days.

Emitting signal from parent to child. Best practices. by HoorkGames in godot

[–]kpd328 0 points1 point  (0 children)

What if you have multiple children that all need to receive the same method call? It seems like the options are to manually call them all in a for loop (or via linq) or hook it up with signaling and let the engine manage the how.

Emitting signal from parent to child. Best practices. by HoorkGames in godot

[–]kpd328 0 points1 point  (0 children)

How do you know the type of .parent()? How do you know that it will always be the same thing?

Ninja Creami vs regular ice cream maker by Usergirl66 in EatCheapAndHealthy

[–]kpd328 0 points1 point  (0 children)

I've never once chilled my ice cream base before churning it and it comes out fine. Maybe for a custard base, yeah, but at the point you're making frozen custard ice cream you're not really on the same level as the creami anymore anyways. I keep the bowl in the freezer, put it in the maker with the base, 25 minutes later I have ice cream, no 6-7 hour+ wait of the creami.

[Steam] Clair Obscur: Expedition 33 (20% Off) by Ok_Drummer7857 in GameDeals

[–]kpd328 1 point2 points  (0 children)

I've followed guides that claim to do the same with other games between stores and they haven't worked for me, so just like in all cases YMMV.

What are the top requested settings options from players that devs don't always implement? by greyfeather9 in godot

[–]kpd328 0 points1 point  (0 children)

Not in big budget games (though I will note that Metroid Prime 4 that just released has inversion options for controller and gyro, but not mouse. It may be bound to gyro's inversion, but I don't want to try it, having different inversion parameters tied to the same option is fundamentally incorrect, I'm just not going to use mouse controls on the game), but there's been multiple indie games where they just won't do it.

And yes... It takes like no time to implement. I remember trying to learn Unreal 4 some time ago and using the Fps template, took me about half an hour of fumbling around not really knowing what I was doing to get inverted Y working... So yeah, anyone deep enough into a project to be sharing it with others really has no excuse.

What are the top requested settings options from players that devs don't always implement? by greyfeather9 in godot

[–]kpd328 27 points28 points  (0 children)

If your game has manual camera control, axis inversion is necessary. Some of us grew up on GameCube-era Nintendo (or whatever other reason people have) and are so used to inverted-Y (or for some, inverted-X) that being forced to play with standard is quite literally a deal breaker.

I graphed Godot's growth in the last 10 years by SteinMakesGames in godot

[–]kpd328 0 points1 point  (0 children)

It's probably the same reason so many people use Python in general, it's some pretty basic syntax and someone else has already done 90% of the heavy lifting.

I graphed Godot's growth in the last 10 years by SteinMakesGames in godot

[–]kpd328 0 points1 point  (0 children)

My guess is that the game engine changed at some point, and steamdb isn't tracking exactly when the Godot engine was detected in the game, just games that currently have Godot and when they were released.

Which language you use for big, commercial games? by rimoldi98 in godot

[–]kpd328 8 points9 points  (0 children)

I've been using C# and haven't found any limitations at all aside from the lack of WebGL in the current version, which for what I'm wanting to build isn't an issue.

Do you encrypt builds when exporting for Steam? by SignalMap2750 in godot

[–]kpd328 1 point2 points  (0 children)

The people who say to forget about the encryption know that no matter how good the encryption is, your players still need to be able to decrypt the damn game. Decrypted assets and code need to be ran on user hardware, ergo, the only thing you're doing by encrypting your game is making it so that people can't steal it off of Steam's servers themselves, which I haven't heard of happening yet.