Here are the sheets for the characters in this project. The designs here are pretty simple, but I'm pretty happy with what I managed to knock out.

The peasant's animations required a little more effort than I was anticipating, because his walk cycle doesn't sync up with the candle flickering, hence why he has more animation frames than the player character.

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Happy ! It's been a while since I've had something to show y'all, but I've been working tirelessly on this little interactive adventure. I've learned a bunch about working with lighting and NPCs already, but I'm super excited for some of the stuff I have planned for this project.

I found a hack for types wanting to make games on .

When creates shadows it will use vectors, which totally screws up the pixelated look of the game. For pixelated shadows what you want to do is set your ViewportContainer's Stretch property to true and then increase the Stretch Shrink property. This will reduce the resolution of everything inside the container, thus pixelating everything.

Doesn't seem to behave when resizing the window, though. See images.

Something I really dislike about the way the works is that it has a bad habit of putting huge single-line blocks of data in its files. It's generally fine for user-facing purposes, but it makes source repo software like absolutely shit itself.

Because this is all being stored as one line, every time I modify this tile map and commit my changes, HUGE amounts of data have to be rewritten. I MIGHT be able to fix this by hand, but I shouldn't need to.

Working with tile maps in is pretty funky. In this example, the "ground" tile randomly chooses between four different sprites as you draw them, but they update when an adjacent tile is updated, resulting in this weird behavior where the tiles change as I draw walls around them.

#covid #covid19 #furry #fursuit #mask 

I think this should be a sign that we've officially taken this mask thing too far.

>open a tab to check something
>see some notifications
>skim through the notifications to see if there's anything I need to address
>close the tab
>remember I had that tab open for a reason

So some friends and I were talking about and I ended up finding out via Wikipedia that there's an machine on the . Its official brand name is ISSpresso.

The machine's delivery was announced by a real astronaut, Samantha Cristoforetti, dressed in a Starfleet uniform, tweeting out "There's coffee in that nebula," a quote from Captain Janeway from Voyager.

Images courtesy of .

Time it took me to decide to make homemade salsa: About four seconds.

Time it took me to learn how to make salsa for the first time: About an hour.

Time it took to clean up the juices from chopped fresh vegetables: About fifteen minutes.

Was it worth it? Hell yes.

You know, it just occurred to me that mannequins are kind of a weird strategy.

"This is what you'll look like if you buy our , as long as you're a horrifying plastic homunculus with no individuality or distinguishing features!"

"Buy our clothes, darling! Become one of us! You'll be so beautiful!"

(original image by Colin Rose, from Flickr, CC-BY 2.0)

So I was wondering why embeds have so much trouble with videos and gifs (specifically on ) when services like and do just fine despite not being standardized services.

I broke open a tweet in my web browser's inspector, and this is what the HTML looks like inside. I'm not sure how many layers deep it goes, but it is far, FAR too many.

I'm really impressed with the sheer sense of scale I get from the mapgen in . These screenshots were taken in a world built using the v7 mapgen. I found a big-looking hill and put a single water source block at the top. It's astonishing how well this game does water flow.

does have large structures like this but for some reason I never got this sense of awe from them. This just feels GIGANTIC compared to Minecraft, and not just because it's physically bigger.

I can't cross-post from birdsite, so here's a screenshot instead.

Just chillin' out, , hangin' out over the bottomless pit. Not a whole lot goin' on.

2/2

So I decided to try mining a nearby block to see if its texture would at least show up in the hotbar, you know, troubleshooting, and then I saw pic related.

The game had spawned me inside a tree.

Well-played, Game. You got me.

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Decided to try today. I like how punching my birthday in starts me out in a snowy forest, since that's my favorite biome in .

There are a lot of little touches I like, like snow falling off of tree branches rather than evaporating instantly and fallen logs in the forests. I'm not sure it's a viable replacement, though. Little things about it fail, like the totally fucked economy.

I did see there are other game modes available, though. Maybe I'll check those out.

Well I didn't get as much done as I wanted to today, but I did finish the Pitfall clone for Minigame Madness, or as it's now known "Get Across!"

Features four fun hazards and the return of our old friend, Indiana Jumpman!

Get it now for the web, Linux, Windows, or macOS!

github.com/swashdev/minigame-m

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Linux.Pizza

A instance dedicated - but not limited - to people with an interest in the GNU+Linux ecosystem and/or general tech. Sysadmins to enthusiasts, creators to movielovers - Welcome!