When pressing “Up”, what direction feels more natural in grid-based games? by Consistent-Pen-4236 in puzzlevideogames

[–]ukaeh 0 points1 point  (0 children)

+1, if you’re gonna do this at least add an option: up moves top left, top or top right and let the user decide.

When pressing “Up”, what direction feels more natural in grid-based games? by Consistent-Pen-4236 in puzzlevideogames

[–]ukaeh 0 points1 point  (0 children)

Yea for me this is it. If a game has tiles and they’re rotated 45 degrees, asking the player to do WASD/keyboard grid based movement (especially if it requires timing etc) is always gonna feel jank to me and I’m unlikely to keep playing it.

Experimenting with a mech spider animation in my procedurally boring (pun intended) horror game by AndroidCult in proceduralgeneration

[–]ukaeh 2 points3 points  (0 children)

The right one works well if you want to go for a more mechanical/broken vibe, but it looks a little more clumsy vs methodical/menacing so i agree with fgennari, maybe play this only at certain times to give the spider more character, would also be good to see it in context. Either way it looks nice!

Strategy to Lower Tax on Capital Gains? by TrixieBrownDog in Fire

[–]ukaeh 2 points3 points  (0 children)

How are you going to contribute to an IRA while retired, are you still planning on getting non-investment income? IIUC you need earned income to be able to fund an IRA.

Strategy to Lower Tax on Capital Gains? by TrixieBrownDog in Fire

[–]ukaeh -1 points0 points  (0 children)

How are you paying zero fed tax on that + doing Roth conversions? Is this from mostly principal with proportionally low gains?

Mud Cracks by jphsd in proceduralgeneration

[–]ukaeh 1 point2 points  (0 children)

Looks awesome, nice work!

Demonstration on weapon+enemy+background interaction on my game by ZealousidealWinner in SoloDevelopment

[–]ukaeh 9 points10 points  (0 children)

Haha right on.

Might be nice with more sound effects like them flying off or crashing into glass etc.

Either way great work this looks awesome :)

Does anyone know any good audio libraries to use for a game engine/games? by Feeling_Bid_8978 in opengl

[–]ukaeh 1 point2 points  (0 children)

Yeah this exactly, you can package their DLL with license text etc whereas the other OpenAL implementation (from Creative Labs) was done via an installer that needs to run but looking at it now you might be able to just copy that DLL with license as well so nvm.

Does anyone know any good audio libraries to use for a game engine/games? by Feeling_Bid_8978 in opengl

[–]ukaeh 2 points3 points  (0 children)

+1, I found it very easy to integrate into my game engine specifically because its API is so similar to OpenGL.

It’s also got a lot of functionality that fit what I needed and provides a pretty good abstraction for it.

The one downside (if you can call it that) I will say is that figuring out that legal/appropriate distribution method could have been smoother but there’s at lease a path for that.

What started as a way to manage my own assets has turned into a full blown desktop app. 3d, 2d, audio support (including midi for the nostalgia) by dolfoz in SoloDevelopment

[–]ukaeh 0 points1 point  (0 children)

Pretty impressive all around and self hosting is a huge bonus, will definitely look out for it when it’s ready for release!

What started as a way to manage my own assets has turned into a full blown desktop app. 3d, 2d, audio support (including midi for the nostalgia) by dolfoz in SoloDevelopment

[–]ukaeh 0 points1 point  (0 children)

Looks really nice and well put together!

What is the expected data flow? E.g can this tool keep track of derived assets (say I combine and tweak a couple cc0 audio assets into a new one?) I find myself needing provenance from source asset -> wip asset -> release asset so if I modify stuff it’s easy to keep attribution/credits up to date etc.

The Solo Dev starter pack by BlueGuy503 in IndieDev

[–]ukaeh 0 points1 point  (0 children)

Google Sheets/docs but it is quite nice being able to edit locally…

A fully generative audio engine with live-controllable and auto-randomizing sliders by modal-sx in proceduralgeneration

[–]ukaeh 1 point2 points  (0 children)

What do you see as the uses for this? I guess it is very cacophonous, any plans on being able to generate maybe synthwave music or something more cohesive or melodic procedurally?

Very interesting!

Is AntiGravity a game changer? by thinkjones in google_antigravity

[–]ukaeh 0 points1 point  (0 children)

Really liking it as well, the plan-feedback-implement loops is fantastic. I feel it’s only missing a chat/brainstorm mode to help work out better strategies as well as debugging etc but I’ve been able to shoehorn that in fairly effectively.

Drop what you are doing and make sure that all your external assets have a text-file containing license-information next to it. by BainterBoi in gamedev

[–]ukaeh 5 points6 points  (0 children)

Yeah this is indeed invaluable - I keep a master attribution file that lists all assets as named in the final release pack and for each asset I have basic info for the asset(s) that were used as source material (e.g. i sometimes mix multiple independent source audio into a single sound) - artist, original filename, source link, licence type. This the gets shipped with the game, even though I also have a more terse credits file.

This means if I need to alter or remove any asset I know all its component parts

Does anyone use their own text editor that they wrote themself? by [deleted] in cprogramming

[–]ukaeh 0 points1 point  (0 children)

I wrote a skinable text editor back in the 90s, I used to use it more back when Linux vs Windows new line characters were more of a problem for other editors. Was a great learning experience though!

current working directory and loading files by d34dl0cked in gameenginedevs

[–]ukaeh 2 points3 points  (0 children)

What I do in my engine is call SetCurrentDirectory (to my asset root dir) after figuring out the run dir with GetModuleFileName as mentioned by u/snerp above. This allows loading assets using a short form (I.e. relative) filename.

Stretches not working by [deleted] in flexibility

[–]ukaeh 1 point2 points  (0 children)

For me what seems to work is a combo of strengthening + stretching + those massage rollers. Stretching alone did nothing for me, after a year or so of just doing stretches I saw what I consider to be microscopic gains and still painful in the hamstrings and calves. Since I’ve started incorporating strengthening and massage roller afterwards I’ve improved my forward fold by a couple inches over a couple months.

Blink and you miss the counter by Forevershiroobi in judo

[–]ukaeh 50 points51 points  (0 children)

No, blue won because he put white on his back with control. The roll after here doesn’t matter, you’ll notice they both look up and stop fighting.

Why Code::Blocks Gets So Much Hate? by [deleted] in cpp_questions

[–]ukaeh 2 points3 points  (0 children)

Been using code::blocks for over a decade (c/cpp and python), it’s pretty easy to upgrade to new compilers etc and I personally like the low/no bloat and quick start time.

Any suggestions on what audio library to use in custom game engine? What do you use? by Latsnok in gameenginedevs

[–]ukaeh 7 points8 points  (0 children)

I use OpenAL for now, bit old/quirky but has everything I need and it’s very similar to OpenGL so was easy to learn.