matrixcubed

Joined 11 years ago

Karma
32
Submissions
21
Member since
Dec 4
root at ultra solem dot io
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Recent submissions

Comment · 2 years ago
Which part is offensive to you?
Comment · 4 years ago
Been a longtime D&D player since high-school (cut my teeth on the soft-cover D&D Basic Rules Set), with a long hiatus between college and recent years.

While saddened to see the increase in rules complexity since that time (my attention dwindled around 3e), imagine my surprise and joy when I came across Basic Fantasy!

If you’re looking for a nearly zero-cost way to get into a game that “feels” like classic D&D (less focus on tactical combat and more on the role playing aspect, supported by modern d20 rules), I’d highly recommend it.

Comment · 4 years ago
Godot, for a few reasons:

- It out-of-the-box exports for web;

- Its GDScript has a low barrier to entry;

- Its UI is very well implemented and simple to learn;

- Should you decide to build your game for other platforms (Win/Lin/Mac, you can;

- If you have a budding interest in game development, you’ve already started with a good engine choice, and can pivot to adding graphics/sound, animation, 3D, multiplayer, etc afterward.

Edit: formatting

Comment · 4 years ago
I’d recommend you take a look at Godot. With in-built VR and C# support, a new major version peeking over the horizon, and many, many Unity devs coming over due to recent fallout in those circles, the time truly has never been better.
Comment · 4 years ago
Arch Enemy’s “Aces High” cover-song autoplayed one too many times at too-high a volume first thing in the morning while preparing to drive to work. I eventually cleared out my Apple Music songs and much more calmly welcome whatever pop station my wife leaves the radio on instead when I start my car.
Comment · 4 years ago
The `Godot` folder in the repo only contains scripts. Were you referring to something different?
Comment · 4 years ago
I’ve been using it for a few years, and would be happy to contribute to your knowledge. If you have any questions, feel free to drop me a line.
Comment · 4 years ago
I’m really rather excited to see communication protocol as code, however what sort of latency does having “Hathora-in-the-middle” incur?

I’m particularly interested in the proposed GDscript support (to the level that I want to contribute), but I would recommend separating “packet validation” from “everything else”, so that it could live inside a game-server without the necessary performance cost (however minimal) to an external actor.

Comment · 4 years ago
Joplin user here. I’ve installed it on every device I own, and sync my notes with my NextCloud code instance. A few synchronizing snags aside, I’m extremely happy with it.
Comment · 4 years ago
There’s a pretty clear (and intentionally vague) definition used by the greater 7DRL community.

https://blog.roguetemple.com/what-is-a-traditional-roguelike...

1. Permanent consequences

2. Character centric

3. Procedural content

4. Turn-based

Check out some of the entries from past years, along with their “how roguelike is it?” scoring.

https://itch.io/jam/7drl-challenge-2021

Comment · 4 years ago
Merry Christmas! May you benefit from the kindness, love and humanity this season strives to visit upon all.
Comment · 4 years ago
I can’t recommend Joplin, synchronized with a cloud storage of your choosing, enough. Markdown, mermaid diagrams, tags, encryption. Everything I need to recall, on every computer I use.
Comment · 5 years ago
It’s a Rick and Morty reference. See S2E06.
Comment · 5 years ago
Yes. GDscript is fully integrated into the IDE, and once you learn “the Godot way” of scene management, development becomes fluid. Conversely, breaking out into another language to interface with Godot (my own personal experience stems from C# + Godot) while technically feasible, does not hold the same developer experience, and feels kludgy in comparison.
Comment · 5 years ago
Fool me once … I forget how the rest of that goes.

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