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2 yr. ago
  • This is great. Now I can submit issues easier and look into contribution. Storing projects on Github is awful. The signup process is a mess.

  • If anyone was still interested, I do have the repository here on codeberg. Put what I can together this Saturday and Sunday. I think I have a satisfactory vision now. School and its projects as well as other things had me taken for a bit, but I hope you enjoy the direction.

  • Hi, glad you like it. I have not worked on this in a few months, but I wanna make time for it.

  • This was such a surprise when I saw it posted to HN. Could not get phone calls to work though...

  • This was a bummer to see real time

  • I am afraid of negative changes to future licences. Does my concern hold any weight?

  • It will one hundred percent be on at least flatpak. There are not any odd dependencies, but this is a method of game distribution I prefer.

  • I will definitely keep this in mind.

  • This is the golden idea. This will be it. Very basic small set of characters with values to modify. I am wary of hardcoding in some things for specific characters, but that could happen as well.

  • I will be contacting you via @marshmarshmarsh:matrix.org.

    I also have xmpp:[email protected] if anyone is interested in contacting me easily.

    My email is [email protected]

  • I should play that game again.

  • This is valuable information. Thank you.

  • This sounds fun, the different distros.

  • This is definitely something to consider. I like to have dynamic systems in my games. None of the gameplay for the fighting exists anywhere yet. I have only ever made a few menus for this kind of project while bored.

    It would be great information to have ideas of what people may expect from a game like this. I do not want another dead project because I did not think anyone would be interested in it. With all of these replies, I am certain this will turn out well.

  • Thank you for the move sets!

  • My end goal is to have at least Melee level of detail. The default texture and model quality will need to be able to perform well enough on older hardware.

    These are great suggestions. I will make sure to have featured mods/addons.

  • Making low poly characters is so much easier. This will be what I do in the beginning, unless I find a suitable model on OpenGameArt. Expect stage two or three of development to have models around the likeness of SuperTuxKart.

  • I saw that character today, which made me really want to put this announcement out there!

  • OpenSourceGames @lemmy.ml
    MarshReaper @lemmy.world

    FOSS Smash Bros, would like ideas.

    cross-posted from: https://lemmy.world/post/22635533

    Hello!

    I am writing to ask for ideas from anyone of who you want to add and how they would be implemented.

    There is a hobby I have of practicing my programming skills by creating open source versions of games I like to play.

    For a while now, I have been really feeling the need for a GPL Super Smash Bros clone.

    It would be so fun to have GNU and his family of characters (popular open source project mascots) to play as similar to how they have it in Tux Kart.

    But, I am not very good with balancing and coming up with unique move sets. Could you help me out with fun ideas of what kind of fighting moves Tux and his friends might have.

    If you have any special characters of your own design, then I can help after I add modding support.

    The move set and control scheme will be exactly from the game this takes inspiration from (or latest version of it). This might change though, depending on what other

    Godot @programming.dev
    MarshReaper @lemmy.world

    FOSS Smash Bros, would like ideas.

    cross-posted from: https://lemmy.world/post/22635533

    Hello!

    I am writing to ask for ideas from anyone of who you want to add and how they would be implemented.

    There is a hobby I have of practicing my programming skills by creating open source versions of games I like to play.

    For a while now, I have been really feeling the need for a GPL Super Smash Bros clone.

    It would be so fun to have GNU and his family of characters (popular open source project mascots) to play as similar to how they have it in Tux Kart.

    But, I am not very good with balancing and coming up with unique move sets. Could you help me out with fun ideas of what kind of fighting moves Tux and his friends might have.

    If you have any special characters of your own design, then I can help after I add modding support.

    The move set and control scheme will be exactly from the game this takes inspiration from (or latest version of it). This might change though, depending on what other

    Linux Gaming @lemmy.world
    MarshReaper @lemmy.world

    FOSS Smash Bros, would like ideas.

    Hello!

    I am writing to ask for ideas from anyone of who you want to add and how they would be implemented.

    There is a hobby I have of practicing my programming skills by creating open source versions of games I like to play.

    For a while now, I have been really feeling the need for a GPL Super Smash Bros clone.

    It would be so fun to have GNU and his family of characters (popular open source project mascots) to play as similar to how they have it in Tux Kart.

    But, I am not very good with balancing and coming up with unique move sets. Could you help me out with fun ideas of what kind of fighting moves Tux and his friends might have.

    If you have any special characters of your own design, then I can help after I add modding support.

    The move set and control scheme will be exactly from the game this takes inspiration from (or latest version of it). This might change though, depending on what others may want.

    Godot will be the game engine of course.

    License will be AGPL-3.0 only!

    Constructed Languages @lemmy.ml
    MarshReaper @lemmy.world

    Labrung: Language Learning App

    I hope this practice tool will help.

    cross-posted from: https://lemmy.world/post/19732693

    Hello.

    Gamified Language Learning Tool in Godot 4.x

    I was working on this several months ago, but decided to completely restart and try again two weeks ago. Had a lot of business to take care of so could only do a few sessions of work.

    Primary reason as to why I scrapped the first project was because I could not figure out a proper "green theming" and colors for the various Android screens. What it looks like on my computer can be totally different. I had the same issue with F

    Godot @programming.dev
    MarshReaper @lemmy.world

    Labrung: Language Learning App

    Hello.

    Gamified Language Learning Tool in Godot 4.x

    I was working on this several months ago, but decided to completely restart and try again two weeks ago. Had a lot of business to take care of so could only do a few sessions of work.

    Primary reason as to why I scrapped the first project was because I could not figure out a proper "green theming" and colors for the various Android screens. What it looks like on my computer can be totally different. I had the same issue with Fruity Game.

    Basically, this is an open source Duolingo styled language learning app.

    You can create courses/lessons for any language you want. This includes constructed or unofficially recognized languages.

    The metadata repository comes from just the very basic idea of F-Dro

    Linux @lemmy.world
    MarshReaper @lemmy.world

    ClamAV Frontend in Godot

    This might be good. Hope you enjoy what I made.

    cross-posted from: https://lemmy.world/post/16356895

    I hope this software is useful to those who feel they need it.

    Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

    This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

    Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

    I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

    Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuiti

    Linux @programming.dev
    MarshReaper @lemmy.world

    ClamAV Frontend in Godot

    This might be good. Hope you enjoy what I made.

    cross-posted from: https://lemmy.world/post/16356895

    I hope this software is useful to those who feel they need it.

    Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

    This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

    Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

    I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

    Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuiti

    Godot @programming.dev
    MarshReaper @lemmy.world

    ClamAV Frontend in Godot

    I hope this software is useful to those who feel they need it.

    Available on codeberg: https://codeberg.org/MarshReaper/GuardianSecurityCenter/releases/latest

    This is a client that makes use of the ClamAV packages available in most repositories. It is made to replace ClamTK and check that box for people wanting to use Linux.

    Some features are still in development, so not for production use just yet. But, you can run a quick scan and update signatures which is basic enough for most users.

    I saw a video DistroTube posted and it made me a bit confused. It was about the Kasperky being offered on Linux. If you have seen the comments you would understand.

    Anyways, this had me remember people I know ask me about anti viruses on Linux. I tried ClamTK, but it is very unintuitive and has a somewhat broken workflow.

    I hopped on Godot and searched for an image of a popular antivirus software. I then made t

    Godot @programming.dev
    MarshReaper @lemmy.world

    WebSocket not receiving anymore updates after initial connection

    Godot web socket client is not receiving anymore updates from Revolt web socket server (https://developers.revolt.chat/stack/bonfire/establishing) after first data is received

    first data is an Authentication success message:

     undefined
        
    {
      "type": "Authenticated"
    }
    
      

    This success message comes when a successful token is received.

    Since there are no updates and you cannot send any data after initial connection (data_received never called again, so put_packet() not working apparently), the token will have to be in query parameters:

    wss://ws.revolt.chat/?version=1&format=json&token={token}

    in order to even receive that success message.

    An issue relating to web sockets was opened: https://github.com/godotengine/godot/issues/27560

    The user claims that one of the headers causes the connection to cease.

    The problem header is Connection: close, Upgrade

     undefined
        
        GET / HTTP/1.1
        Pragma: no-cache
        Cache-Control: no-cache
        Host: echo.websocket.org
        Upgrade: websocket
        Connec
      
    Godot @programming.dev
    MarshReaper @lemmy.world

    Terrain for Godot 3.x

    My previous post on figuring out a terrain implementation is here: https://lemmy.world/post/8540418

    Terrain Project codeberg

    Player Controller used is also available codeberg

    I was quite upset for a long while that I could not figure out how to optimize my terrain systems. This I have now figured out.

    What I am working on is three different processed terrain components:

    • Topology Data (TPD) # 3D Positions of where each terrain point/node should be
    • Texture Data (TXD) # Which texture each terrain point uses
    • Special Data (SPD) # Special data for specific terrain points

    I have finished rendering a multimesh of the topology data and it runs smoothly on my rather old computer just as I need for all my games.

    The problem of mapping a collision system to the multimesh was something that I did not like attempting to solve on my previous tests from last year. I have found a

    Godot @programming.dev
    MarshReaper @lemmy.world

    Optimized Terrain

    Hello Everyone! I apologize if this post isn't as organized as it should be.

    Every now and then I try my hand at making a 3D terrain system for my game. It's typically a gdscript that reads coordinates in a json, dict, array, etc and then instances each point as a terrain node/tile (so I can dynamically change each tile). The primary issue I run into is lag with reading this data over and over causing lag and the many instances of nodes themselves potentially causing lag.

    I have successfully implemented a render distance before, which I believe fixed the instance count (IRC works good for max 5k objects). The issue that I believe stopped me was the lag from looping over an extremely long dictionary every second (or less). The looping was so when the player moved, it rendered a new group of tiles based on the player location.

    It took a long time to ask someone else for help with this because I didn't keep track of my small terrain test projects. I do not have any examples of what I'v

    Linux @lemmy.ml
    MarshReaper @lemmy.world

    RISC-V hardware ready for daily driving?

    This is a simple request for information regarding the current viability of RISC-V hardware out in the market and others experience with performance and stability.

    I have done minimal online searching before posting here, but I would like to hear the present opinions of everyone. I am not a super computer guy, so I don't quite understand the current ability of Lichee Pi and VisionFive other than having capability for 8gb and above 1.0 GHz.

    Somewhat paranoid as to what my intel cpu is doing right now, so I have had RISC-V on my mind for a few years. I have never had the most advanced computers and the highest graphics in games I play would be SuperTuxKart or GMOD.

    I just got an i7 for a cheap bundle and it amazed me. On an Intel Architecture scale, what would be the highest comparison of latest hardware taking advantage of RISC-V without the suspicious backdoors and proprietary nonsense.

    I have seen ExplainingComputers run applications I use. From what I've seen, it just looks like