Shatur

joined 3 years ago
[–] [email protected] 3 points 3 months ago (1 children)

Looks awesome!

[–] [email protected] 12 points 3 months ago (6 children)

Happy to see!

I wondering what caused such jump.

[–] [email protected] 4 points 3 months ago

I wish we could have multiple photos in posts here. Yes, we can put other photos in the description, but it would be nice to view all of them without opening the post.

1
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 

It's a crate for dynamic and contextual input mappings for Bevy, inspired by Unreal Engine Enhanced Input.

It's a small release. I'm quite happy with the API, just wanted to make a few adjustments. Here are some highlights:

  • Replace SmoothDelta modifier with SmoothNudge. It uses StableInterpolate::smooth_nudge, which properly interpolates inputs across frames.
  • Remove InputContext::MODE. All contexts now work like InputContext::Exclusive (the default). If you want to share the same input across multiple entities, use a separate "controller" entity for a context and apply inputs to the desired entities. This approach is more efficient and explicit, so it's not worth having a special case in the crate for it.

See the changelog for more details.

📜Full changelog 📦bevy_enhanced_input

[–] [email protected] 2 points 3 months ago* (last edited 3 months ago)

No, they are different from the SteamDeck. I didn't swap them, only buttons.

87
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 

I used buttons for the Odin 2 Mini from SakuraRetroModding on Etsy. They fit without any modifications, except that the original buttons are glued to the membrane. Thankfully, it's easy to unglue them by cutting through the glue with nails.

Here is how the unglue process looks like. The video is for RP5, but the approach is the same for the Mini.

The new buttons are quieter, have a lower profile, and feel similar to an Xbox controller overall. I'm really happy with the mod!

[–] [email protected] 1 points 3 months ago (3 children)

Yes, we considered this. But from what I understand, you pay 200$ for a version from specific year without updates. For example, if I buy 2024, I won't be able to update to 2025.

[–] [email protected] 1 points 3 months ago

Thank you, will take a look!

24
submitted 3 months ago* (last edited 3 months ago) by [email protected] to c/[email protected]
 

My wife uses Blender but bakes textures in Substance Painter. However, we no longer want to use Adobe products.

Can anyone recommend an alternative?

She tried baking directly in Blender but found the process quite challenging. Are there any addons you'd recommend for it?

She also gave ArmorPaint a try but didn't like it either.

[–] [email protected] 5 points 3 months ago

Lol, I didn't notice 😅 Yeah, I guess it fits...

 

The video showcases running this porn on a real Dreamcast without any mods from CD.

[–] [email protected] 2 points 3 months ago* (last edited 3 months ago)

And for homebrews! It's like Steam, but FOSS and for retro games. You even have recommendations. This is how I discovered this awesome hack.

 

It's a very cool hack, highly recommend!

It lets you switch between 4 different characters on the map screen. Each one have unique physics and a special move. Also there is one additional unlockable character.

Bosses also very interesting. Each have unique mechanics. They are way harder then the original, but not super difficult.

What I didn't like is that many surfaces are slippery. It makes the game feel a bit unfair sometimes.

Retroachievements for this game are fine, but I disliked the speedrun and deathless one.

Here is the link to the patch.

 

I'm developing a life simulation game with the working title Project Harmonia.

Over the last two weeks, I worked on walls. I needed precise placement for apartment building.

  • Added angle and length visualization.
  • Lengths and angles are now rounded (can be disabled by holding Alt).
  • Added ordinal angle snapping (can be enabled by holding Shift).
  • Simplified and optimized mesh generation.

I need a dashed gizmo style to make it look nicer. I opened an issue and it was implemented in less than 24 hours. Bevy development velocity is 🤯

[–] [email protected] 2 points 4 months ago

Yep, and for anyone who curious why it's not actually decentralized, I highly suggest to read this thread from someone who worked on ActivityPub:

https://social.coop/@cwebber/113527462572885698

And part 2:

https://social.coop/@cwebber/113647109852249805

 

I’m working on a life simulation game with the working title Project Harmonia.

Finished adding undo/redo functionality for all game actions. All logic is also networked using bevy_replicon 🙂

Next, I’m planning to work on house-building to create cities. I planning to implement apartment buildings first.

If you know any games where you can build apartments - let me know. Looking at prior art always helps!

[–] [email protected] 11 points 4 months ago (10 children)

The rise of Bluesky demonstrates the importance of ease of use and a user-friendly design. Its polished and familiar interface is a key reason for its growth and appeal as an alternative to platforms like X/Twitter.

I think many people use Bluesky instead of Mastodon because of its UX, not its UI. Both looks great (I think Mastodon even nicer!).

I personally use Mastodon, but I've seen people complain about their experience with it.

[–] [email protected] 3 points 4 months ago

Their previous SP variant looks more interesting.

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submitted 4 months ago* (last edited 4 months ago) by [email protected] to c/[email protected]
 

When I migrated my game to bevy_enhanced_input, I added gamepad support. I figured it’d be fun to see if the game could run on a device like this.

It's a pocketable handheld with SD865 running Android and only 960p display. But making it work was surprisingly easy - just needed to tweak Cargo.toml and my main function.

However, there's a catch: GilRs, the input library Bevy uses, doesn’t support Android 😢 So, for now, I can only rely on touch controls, which I’ll properly support later.

Just wanted to tinker with it a little bit. Not very useful for the game at this stage, but since it's a hobby project, sometimes I just need to do something fun to stay motivated for bigger tasks.

 

Working on my game right now and making adjustments to the API along the way. This release allows attaching modifiers and conditions to sets and improves the ergonomics of the Negate modifier.

📜Full changelog 📦bevy_enhanced_input

 

It's a port of the original Super Mario Bros from the NES to the Game Boy Color. The physics feel very nice, and I like how the sprites are adapted.

The port also extends the game. After the 8 original worlds, Quest B adds 8 more with new enemies, mechanics, and even bosses! I had so much fun playing it.

Also, the game is FOSS: https://github.com/Mico27/SuperMarioBrosMini

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