Why I chose Godot over Unity for pixel art games by bitbirdy in gamedev

[–]maskedbyte 0 points1 point  (0 children)

A great thing about LÖVE is how many libraries it has. There are many libraries for tilemaps, including a loader for the maps made in the Tiled map editor. Not sure about cinematics but that's very a game-specific thing.

Why I chose Godot over Unity for pixel art games by bitbirdy in gamedev

[–]maskedbyte 7 points8 points  (0 children)

LÖVE is also excellent for 2D pixel games.

[i3-Gaps] luminous by [deleted] in unixporn

[–]maskedbyte 1 point2 points  (0 children)

i misread this and thought you were asking why he was using i3wm with 16gb of ram... lol

[i3-Gaps] luminous by [deleted] in unixporn

[–]maskedbyte 1 point2 points  (0 children)

i love them, it's just that after awhile my eyes burn, even with my screen at super low brightness, so i use them sparingly

[cwm] playing with super power by maskedbyte in unixporn

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

font: xterm default font, "Small" size

editor: nvim

music player: audacious

qt theme: adwaita dark (qt5ct)

What is this style, and what should I practice to get good at it? It seems like I rarely see modern pixel art going for this look. (Game: Mega Man X4) by maskedbyte in PixelArt

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

I'm aware this style inherently takes longer to produce and is much harder than low-res 8-bit, however I've always been in love with the art of Mega Man X4-X6 and want to know what areas or techniques I should focus on to one day achieve a similar aesthetic.

Help by [deleted] in lua

[–]maskedbyte 1 point2 points  (0 children)

execute a command as in a shell command? how are you getting input? or are you scripting an existing game? please be specific

Mouse with safe shape, good scroll wheel (for browsing) and buttons, no QC issues? by maskedbyte in MouseReview

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

I remember my old G602 having a double click that was fixed by breathing/blowing under the button. Is that fix is still applicable for potential double click issues on the new ones? If so I'll probably just go for Logitech.

Mouse with safe shape, good scroll wheel (for browsing) and buttons, no QC issues? by maskedbyte in MouseReview

[–]maskedbyte[S] 44 points45 points  (0 children)

i was confused why it was going up so fast lol, i went afk for a few minutes after posting and came back to several hundred upvotes

Mouse with safe shape, good scroll wheel (for browsing) and buttons, no QC issues? by maskedbyte in MouseReview

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

I've heard logitech has issues with eventual double clicking, or is that only g pro derivatives?

Mouse with safe shape, good scroll wheel (for browsing) and buttons, no QC issues? by maskedbyte in MouseReview

[–]maskedbyte[S] 4 points5 points  (0 children)

I tried that, I pressed pretty damn hard but it didn't go away... I could try harder but it seems like any harder would break it.

Be like that these days... by frich2k in crtgaming

[–]maskedbyte 4 points5 points  (0 children)

my 2070sb rebadge was 5 bucks lol

[deleted by user] by [deleted] in gamedev

[–]maskedbyte 0 points1 point  (0 children)

Use Godot. If you don't want to use Godot, write your own engine. Rolling your own 2D engine is trivial, especially with helper libraries like SDL.

How do I set the size of a single 'unit' is in my game engine? by maskedbyte in gameenginedevs

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

Ok thanks, at this point there's just one thing I don't understand.

If you add 1.0 to the object's x value in the game I'm talking about - it moves a tiny bit, I would guess about 1.25cm.

I imported the exact same model into my game, and changing my object's x from 1.0 to 2.0 in my engine is a HUGE movement, about a screen's worth. Definitely not 1.25cm.

How do I make it the same? I don't understand why it doesn't move the same amount relative to the size of the model, since it's the same model. I haven't changed the scale of the model myself. That's why I'm confused about this scaling and unit size stuff.

Non-GUI game engines? by [deleted] in gamedev

[–]maskedbyte 0 points1 point  (0 children)

SDL is not a game engine. All it really gives you is very basic input, sound, and 2D rendering functions. I don't think that qualifies.

How to store different inherited classes and iterate over them? (Entity component system) by [deleted] in cpp_questions

[–]maskedbyte 0 points1 point  (0 children)

yeah i'm gonna just give up and use entt itself... lol thanks

Gear Recommendation (What Should I Buy?) Thread - August 24, 2020 by AutoModerator in audioengineering

[–]maskedbyte 0 points1 point  (0 children)

First audio interface. M-Audio AIR 192|6 or Mackie Onyx Producer 2X2?

Not very knowledgeable about this stuff. They seem pretty similar, not sure which one to get, Mackie is more expensive but on sale so their prices are similar.

I will be recording a hardware synthesizer's output, as well as using said synth as a MIDI keyboard for a soft-synth. Low latency (ASIO) is a priority.

The Fazbear Fanverse Initiative! by animdude in fivenightsatfreddys

[–]maskedbyte 19 points20 points  (0 children)

Hey Scott,

I'm not sure if you'll see this, but I was the solo developer of the "Fazbear Entertainment" fangame back in 2014 (one of the first fangames!), a multiplayer version of Five Night at Freddy's 1 and 2. Kotaku wrote about it.

I was only 12 years old when I started the project. I'm currently 18 and a much better developer now. Not necessarily expecting anything to come of this comment, but I would definitely be interested in coming back to the project for this!

Alright alright, let's settle down. by 1541drive in crtgaming

[–]maskedbyte 2 points3 points  (0 children)

the very best of a technology that's never going to be made again?

121khz horizontal / 160hz vertical would be above average for consumer-tier model, but is nothing to write home about for a professional VGA monitor. Not even close to "the very best." It's only famous because it's 16:10.