

Looks awesome! Keep it up.
Looks awesome! Keep it up.
lookin cool! Visuals kinda remind me of Unturned
Java but in an alternate universe (with Microsoft’s trademarked cursetm that follows everywhere). Auto-properties/properties to reduce boilerplate, extension methods, simplified exceptions (I don’t care about being explicit about checked/unchecked exceptions, I just want to throw em and catch em whenever I feel like it! Then again, other languages don’t want you to care about any of that either), Linq and access to the wonderful world of the GAME DEV ecosystem (Unity, Godot). Anything other than that is just splitting hairs at this point.
worth mentioning that a FOSS clone exists of this game called Open Hexagon:
https://github.com/vittorioromeo/SSVOpenHexagon
might try to beat it one day lol… if you thought Super Hexagon was insane, wait till you see what OH has in store…
Fellow EndeavorOS enjoyer here, I love the hand-holding it does for you at the beginning (calamares installer, pick whichever DE that tickles your fancy, access to AUR and other goodies by default), but then basically beyond that point, you’re on your own. The fact that it’s Arch based also means that 9.99 times out of 10, you can always consult the Arch Wiki for any issues.
It’s like an Arch Linux starter pack that gives you the option to take off the training wheels at any time lol.
I use LLMs to generate unit tests, among other things that are pretty much already described here. It helps me discover edge cases I haven’t considered before, regardless if the generated unit tests themselves pass correctly or not.
If I can skirt the conversation to talk more about the soundtrack and less about the ambiance (which I will), then Dicey Dungeons. I deliberately stall battles just to hear more of the OST. Tempting Fate is my favorite track.
For something multi-platform as a music downloading solution, I recommend Lucida instead:
you just paste the link of an album/song (whether via Qobuz, Deezer, Tidal, etc…) and download away. Then all you have to do is unzip the resulting archive file.
For anyone doing research (or more generally, studying in uni), consult the literature pirate’s equivalent of the Library of Alexandria:
And fuck copyright in academia (fuck copyright and academia in general), here’s a site that let’s you bypass research article paywalls (pick one of the instances):
I was hoping it could be embedded, but this is a nice-to-know, thanks!
i’m clueless about torrents and Lemmy, can you embed them in posts/comments somehow? The closest thing I could think of is using a Framatube instance, but I don’t think you can embed them
Random general question, how do you feel about file hosting? When posting, I tend to avoid uploading media larger than like, 5MB, just cause I know that the cost of storing said media can get exorbitant very quickly and I wouldn’t want to be part of the burden… I’m not able to donate just yet. Knowing this, I am currently on the fence on whether I should create a “gaming clips” community.
That said, it’s nice to be able to embed media from other sources (despite it potentially not working natively for mobile platforms if I’m not mistaken?), which got me thinking: it’d be nice to have some sort of preference list of image/video hosting hosts that users can add to or remove from, and uploading directly from the comment/create post view would use the first working file hosting domain from the list… Just spitballing here.
Basically, in TF2, Demoman (one of, if not, the most mobile characters in the game) has a Sticky Launcher. You shoot a bunch of Sticky Bombs that stick to (almost) any surface, and they stay there until detonated manually by the Demoman. Each sticky bomb has the same “arm time” (the time it takes for them to be detonate-ready), when you position yourself close enough to your own sticky bomb and detonate, you are sent flying. The more stickies, the faster. But, you take damage. A lot. So that’s where the Sticky Jumper comes in. You trade self-damage for no-damage on yourself or other players, but you’re allowed to be sent flying anyway. Here’s what that looks like in the source material:
https://www.youtube.com/watch?v=_2npOdkZVKU
So, the idea is to take that and somehow translate it into 2D, with some creative liberties along the way. The only problem is that I want to somehow lessen the learning curve while also making it rewarding for players to master traversal with this mechanic. It’s not hard to use it in TF2, but it’s very hard to use it to its full potential (enter “Trimping”, “Sticky Pogo-ing”, etc…).