popcar2

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[–] popcar2@programming.dev 11 points 1 week ago (1 children)

Also WASM can't directly manipulate the DOM so it can't really be used for handling HTML/CSS, all front-end stuff still has to be done with JS.

[–] popcar2@programming.dev 15 points 1 week ago* (last edited 1 week ago) (9 children)

Right now. WASM has been supported by every browser for a while now, and most webapps are made with WASM. That said, it's not a replacement for Javascript, most people only use it on things that need to be high performance like heavier apps and web games. Nobody really makes websites that rely on WebAssembly instead of JS to my knowledge.

 

Link to the PR that was merged for this: https://github.com/godotengine/godot/pull/97257

[–] popcar2@programming.dev 3 points 3 weeks ago* (last edited 3 weeks ago) (1 children)

You can backflip in mid-air which is useful to go a little higher or cancel the direction you're moving in. I don't remember the exact control for it, but I think it was double tapping after jumping.

[–] popcar2@programming.dev 2 points 3 weeks ago

Absolutely, it's a great game.

[–] popcar2@programming.dev 7 points 3 weeks ago

The fun part of this game is hearing such differing opinions, I had someone explain that Block Koala was their favorite. I personally didn't gel with Planet Zoldath, it's conceptually neat but I found it very tedious. Glad you enjoy it though!

 

cross-posted from: https://programming.dev/post/20779359

Been working on this one for a while and I'm eager to share it. UFO 50 is a collection of 50 retro-style games, and I decided to write a blog post reviewing every single one. Enjoy!

 

Been working on this one for a while and I'm eager to share it. UFO 50 is a collection of 50 retro-style games, and I decided to write a blog post reviewing every single one. Enjoy!

 

This was recently posted to discord:

The Original Rogue Legacy Source Code Now Available

Greetings @everyone!

It's been more than 10 years since we released a game that would alter the trajectory of our lives forever. That game, of course, was the original Rogue Legacy. In the span of a single night we went from struggling indie devs to building a solid, stable career making video games; a path that would carry on for more than a decade. Since then we've released two more titles and have reached millions of players worldwide, and it is a journey we hope to continue far into the future.

So, to give back to the community that has gifted us so much, and in the pursuit of sharing knowledge, today we are officially releasing the full source code to Rogue Legacy 1. This may only interest a select few people, but we hope by public sourcing the game that started it all for us, we can keep its spirit alive and help budding developers curious to know what it took for us to get started (and to see what you can get away with :p).

The full source is available at the GitHub link below:

https://github.com/flibitijibibo/RogueLegacy1/

A lifetime of gratitude goes out to Ethan Lee for setting up the public source code repository, and helping us since all the way back to the original Mac and Linux release of Rogue Legacy.

 

There's been surprisingly little fanfare for this but I guess most of the Godot community are hobbyists anyways.

Prices: https://www.w4games.com/w4consoles

[–] popcar2@programming.dev 7 points 1 month ago

I'll post it on Lemmy once it's done. I'm still not entirely sure which gaming communities would be most suitable but it'll definitely be in !blogging@programming.dev :)

That said, UFO 50 is truly massive, so it'll be some time before I finish this thing. One of the games I haven't started yet is apparently a 20+ hour JRPG, so that'll be fun.

[–] popcar2@programming.dev 17 points 1 month ago (2 children)

I have been obsessed with this game since it came out. I've already put in 60 hours and got 14 games cherried (which means 100%ing them, getting a true ending, or beating a difficult challenge).

I'm writing an incredibly long blog post where I review every single game in the pack. Excited to finish & share it once I'm done playing through everything.

64
Announcing Swift 6 (www.swift.org)
submitted 1 month ago* (last edited 1 month ago) by popcar2@programming.dev to c/programming@programming.dev
 

The big thing about this release is it is a huge leap forward to making Swift a cross-platform language, and not something only built for Mac/iOS

Swift 6 unifies the implementation of Foundation across all platforms. The modern, portable Swift implementation provides consistency across platforms, it’s more robust, and it’s open source. macOS and iOS started using the Swift implementation of Foundation alongside Swift 5.9, and Swift 6 brings these improvements to Linux and Windows.

Swift is designed to support development and execution on all major operating systems, and platform consistency and expansion underpins Swift’s ability to reach new programming domains. Swift 6 brings major improvements to Linux and Windows across the board, including support for more Linux distributions and Windows architectures. Toolchains for all of the following platforms are available for download from Swift.org/install.

[–] popcar2@programming.dev 28 points 2 months ago (5 children)

I remember so much pessimism last year that people's complaints will change nothing and that almost every Unity dev is too deep and won't be able to switch engines.

Well, guess what, so many people did switch and Unity did feel the hurt. The community really did take action.

Everyone's going to (rightfully) dunk on Unity but I think this is a great move and it's nice that the engine isn't going away. Competition is always good, and I'm happy for the devs that did stick with the engine. Lots of studios celebrating on social media with a sigh of relief. I still think Godot is going to eat Unity's lunch the next few years so they better step it up.

[–] popcar2@programming.dev 2 points 2 months ago

This was pretty fun! I got 3x scale and a score of 412.

[–] popcar2@programming.dev 15 points 2 months ago (3 children)

Why? Automod is just a tool, the issues people have with it is how overzealous the mods using it are. If you're moderating a community with 10,000+ people you can't expect to filter and manage everything yourself, so a bot scheduling posts and filtering potential spam/low effort content is necessary.

[–] popcar2@programming.dev 11 points 3 months ago

Very good stuff in this update! The new page quickly showing all the changes is also a lot easier to digest than a 5,000 word essay blog post.

I've already been on 4.3 since the dev previews, so more than anything I'm excited for this release so the team can finally get to merging all those PRs that were shelved for 4.4. Lots of performance optimizations and big changes I'm excited for are coming in that next update. The wait continues!

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