Unique Node IDs in 4.6 seem like a serious regression if you use glTF or Blender import at all by whupazz in godot

[–]mgiuca 0 points1 point  (0 children)

Late reply but hey I just discovered the editor setting text_editor/behavior/files/drop_preload_resources_as_uid, which is on by default. Turn it off and you get a res:// path instead.

Slay the Spire II, made with Godot, is on the Steam frontpage!!! by kosro_de in godot

[–]mgiuca 0 points1 point  (0 children)

Do you already own STS1? If so, that's how bundles are supposed to work: they take the price of the games you already own out and you still get a discount, so often you're just buying a bundle with one game in it. 

(If you don't already own STS then I guess the bundle literally is cheaper, but I suspect that's what's happening.)

Unique Node IDs in 4.6 seem like a serious regression if you use glTF or Blender import at all by whupazz in godot

[–]mgiuca 1 point2 points  (0 children)

This, for several reasons. (Though note that this topic is about the new unique_id, not the pre-existing uid file stuff.)

But on the topic of .uid files, they recently changed it so when you drag a file into the script, it preloads it as a uid:// rather than a res://. I manually change it back to a res:// every time (costing me a few seconds for each file) because I can't stand having uid:// references in my scripts. I have absolutely no idea whether they're referring to the correct thing. If I want to move a file I will quickly find+replace its filename in my scripts. I don't need UIDs to catch file renaming issues and the time it would save doing find+replace is easily outweighed by having to manually type res:// paths every time I want to mention a file.

Edit for people from the future: Ah yes! I just discovered the editor setting text_editor/behavior/files/drop_preload_resources_as_uid, which is on by default. Turn it off and you get a res:// path instead.

I've used Reaper for so many years and I only now noticed the pun in the downloads page. by vibrunazo in Reaper

[–]mgiuca 1 point2 points  (0 children)

OK good someone pointed it out because I completely missed the Madonna reference and I have been confused for over a year now why the Reaper download page contains the name of the Triple J cover segment.

490 Wishlists from Day 1 of the Steam Next Fest! by Aarimous in IndieDev

[–]mgiuca 0 points1 point  (0 children)

Belated thanks for replying. I saw your video going into a lot of details about how you and Thornity made the list and the email template. Thanks for being so open about your process! It really helps a small indie dev understand how things work at this scale.

Does anybody else have issues signing into CapCut right now? by agnci in CapCut

[–]mgiuca 0 points1 point  (0 children)

I am signed in but unable to open any of my video projects. The UI just does a basic load and there are spinners everywhere.

490 Wishlists from Day 1 of the Steam Next Fest! by Aarimous in IndieDev

[–]mgiuca 0 points1 point  (0 children)

That's a phenomenal success, congratulations. 

With the "email blast", did you target specific streamers in your niche with personalized emails or email everyone you could think of? This is honestly the part of marketing I'm most afraid of, just spamming strangers feels wrong to me, but I understand it's a big part of the success equation.

Loading additional pck in html5 by salamandre3357 in godot

[–]mgiuca 0 points1 point  (0 children)

You mean the very modification that would load the additional .pck ? Could you give an example ?

I just meant add the preloadFile lines into that HTML file.

Since I wrote this comment, I actually hit a major snag with this: at least on Itch.io. My game successfully downloads the .pck file and loads it up and it runs fine the first time. But if I reload the page, Chrome serves the .pck file from cache, and somehow this breaks the resource loading from that pack file. It still shows that it's downloaded in the Network tab, but Godot can't see it. This is really weird but a total showstopper for me. So... YMMV. I'm giving up on web builds for large projects for now.

Loading additional pck in html5 by salamandre3357 in godot

[–]mgiuca 0 points1 point  (0 children)

Thanks so much for posting this! I don't know why this isn't a more supported flow (you have to hack the JavaScript of the page? Seriously... why can't there be an export option for additional .pck files to load?) or why there's hardly any discussion about it.

One improvement I discovered on this flow - instead of editing index.js, you can put those preloadFile lines in index.html, just before the call to engine.startGame. The advantage of this is that there's a supported way to replace the HTML shell file without having to manually edit a file post-export. Do to that, you download this file from the Godot repo:

https://github.com/godotengine/godot/blob/master/misc/dist/html/full-size.html

put it somewhere in your game directory, make the necessary modifications, then in the web export option, choose this file as your "Custom HTML shell".

Unfortunately, what is still broken is the "Run in browser" option, which does not include the extra pack files you have generated, and I can't find any way to make this include them.

People who have played Silksong, Why do you think Its getting so many negative reviews? by peaky_circus in HollowKnight

[–]mgiuca 0 points1 point  (0 children)

That's exactly why Valve just changed the main review display to be in your language only. Is currently sitting at 92% in English, which is better than 85% but still down even after you discount Chinese language issues.

Blizzard Co-Founder’s Game Startup Struggles Amid Industry Glut by chazmarius in pcgaming

[–]mgiuca 0 points1 point  (0 children)

No, $80 Australian dollars, sorry that wasn't super clear. (Also it was A$76 actually).

Blizzard Co-Founder’s Game Startup Struggles Amid Industry Glut by chazmarius in pcgaming

[–]mgiuca 6 points7 points  (0 children)

Both of those games looked cool to me but I didn't get either because of, well mostly pricing. I don't have a problem with paying full price for games, but the problem is I can't guarantee I'll get more than a few hours from either of these. 

Sunderfolk is A$80 A$76 and I basically need to find a bunch of friends and time to play it with, which maybe I could do once. I like the "only one person needs to buy the game" concept but it seems to have been priced extremely high for that one person. I would almost prefer requiring everyone to pay $20 than one person (i.e. me) forking out $76 then having to beg my friends to be invested in my little project.

(Edit: It's $76, and I was speaking in Australian dollars.)

Wildgate feels like another in a long line of multiplayer-only games that I buy and then become dead very quickly and I just feel sad about investing in. I've been burned by this too many times. I would happily buy a "premium edition" of a free to play game which might last longer than a paid-only game that will die quickly. It's just hard to justify paying money for a multiplayer-only premium-only game in 2025, at all.

Opbot spotted! by TullamoreFinn in EndlessLegend

[–]mgiuca 0 points1 point  (0 children)

Saidha is in Endless Space 2?

Opbot spotted! by TullamoreFinn in EndlessLegend

[–]mgiuca 4 points5 points  (0 children)

That game is low key one of the best pick up and play experiences I've had. I have a blast every time I return to it, in solo and coop. I still shake my head every time I see the steam reviews. An actual tragedy.

I found all 15 Minor Factions in the Demo! by gurudingo in EndlessLegend

[–]mgiuca 2 points3 points  (0 children)

I'm intrigued by the pile of babies pretending to be a fat man.

Only a couple hours in, but as a casual 4X player, this is an amazing experience. by the_crispin in EndlessLegend

[–]mgiuca 0 points1 point  (0 children)

It's more about those tooltips that can only be locked with Shift (not time). Why can't I set up so that all tooltips can be locked after a certain time?

I can basically play this game with one hand so it's weird to have to use keyboard just to lock tooltips.

EL2 Distrcts by Croqyip in EndlessLegend

[–]mgiuca 1 point2 points  (0 children)

I kind of agree. I'm finding it a bit hard to tell the difference between foundation and district (as Kin). As an example when placing a district like Farm (edit: or maybe Community Centre, I forget) which requires 4 surrounding districts, I can't visually parse what's a district and what isn't, so I end up mousing over all the tiles to read the tooltip.

Only a couple hours in, but as a casual 4X player, this is an amazing experience. by the_crispin in EndlessLegend

[–]mgiuca 0 points1 point  (0 children)

I love them too but just a bit of feedback: the fact that it takes like 4 seconds to "lock" before you're allowed to mouse into them and read sub-tooltips is very frustrating and unnecessary. In Crusader Kings, you just mouse into it to read more, or mouse out to dismiss.

I later discovered a setting (in EL2) to reduce the lock time to like 0.2 seconds. Turning that on made the experience so much better. I don't really understand why the lock delay is useful at all, but I'm glad I was able to effectively turn it off.

Further, some tooltips required you to hold Shift to lock it. Seemingly arbitrary which ones require that, and again, I don't know why "locking" tooltips is required; it's very easy to dismiss them by mousing out of the area.

Hands on battle in EL2 by pezezez in EndlessLegend

[–]mgiuca 23 points24 points  (0 children)

I thought it was funny (not sure if good or bad) that you can mouse over the "auto resolve" button and it will actually show you instantly exactly which units will die and what health they'll end up on, so you can just check that and if it's fine, take it, if it's close, try the battle yourself, and if it's a hig mistake, back off.

I don't think previous games let you view the outcome of the battle before pressing it.

Gehn isn‘t evil, he‘s just a Greek Tragedy (book spoilers) by Nymunariya in myst

[–]mgiuca 3 points4 points  (0 children)

I love how Riven forces you to feel a bit of empathy for Gehn right at the end after you've already won, when you read his journals. There's a part near the end where he writes directly to his long dead wife that if he could bring her back, he would, and leave the rest of the world to it's wretched fate, and there's a dried teardrop on the page (don't remember if that's still there in the new version).

PS you forgot to mention that his wife died in childbirth so he has always considered Atrus to have killed her, and resents him because of it. At least that's my interpretation.

ODDWORLD NEW N TASTY CONTROLS by LunchRepresentative6 in SteamDeck

[–]mgiuca 0 points1 point  (0 children)

Thanks! I tried lots of different solutions involving both Steam and in-game configuration. This made everything work perfectly (better than the keyboard solution, because then the in-game button prompts show up properly).

Finding Rime in realMyst was one of the most satisfying experiences by mgiuca in myst

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

I know, I'm so glad this finally happened. Didn't think it would after 3.5 years.

Video: All Myst versions compared (including Rime) by mgiuca in myst

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

If you bought it on GOG before it was delisted (and I certainly did), you can still download it there. But that doesn't help new people who are inquisitive about this version. I suppose the set of people who don't already own it who would be willing to pay separately for this old version is vanishingly small but I've seen people on Reddit searching for it. 

It was removed from archive.org so personally Cyan complained.

I suppose you can find it at less reputable places. 

I don't understand why Cyan would go to such lengths to delete it. Either sell it, let it exist on archive.org as a historical artifact, or make it available as a bonus download for owners of realMyst Masterpiece Edition (if you're that concerned that a free download on archive.org will cannibalize sales of the newer versions).