• 3 Posts
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Joined 4 years ago
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Cake day: February 19th, 2021

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  • uberstar@lemmy.mltoMemes@lemmy.mlweird priorities
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    10 days ago

    whatever you do, do not, BY ANY MEANS, think about visiting this site that, among other things, links to full, pirated, de-DRM’d games that are better experienced in their entirety without an intermediary platform like Steam, Epic Games, etc… DO NOT GIVE THE THOUGHT EVEN A MICROSECOND! This would totally be morally equivalent to “the bad stuff” that good wholesome companies that do mere totally excusable “oopsies”.

    https://fmhy.net/



  • uberstar@lemmy.mltoMemes@lemmy.mlweird priorities
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    10 days ago

    Gamers will unite to thwart cheaters and staunchly have their demands for balance changes met but will turn the other cheek on racism, sexism, ableism, etc… with the reasoning being “cuz muh free speech”, both in-game and on social media platforms.



  • Basically, in TF2, Demoman (one of, if not, the most mobile characters in the game) has a Sticky Launcher. You shoot a bunch of Sticky Bombs that stick to (almost) any surface, and they stay there until detonated manually by the Demoman. Each sticky bomb has the same “arm time” (the time it takes for them to be detonate-ready), when you position yourself close enough to your own sticky bomb and detonate, you are sent flying. The more stickies, the faster. But, you take damage. A lot. So that’s where the Sticky Jumper comes in. You trade self-damage for no-damage on yourself or other players, but you’re allowed to be sent flying anyway. Here’s what that looks like in the source material:

    https://www.youtube.com/watch?v=_2npOdkZVKU

    So, the idea is to take that and somehow translate it into 2D, with some creative liberties along the way. The only problem is that I want to somehow lessen the learning curve while also making it rewarding for players to master traversal with this mechanic. It’s not hard to use it in TF2, but it’s very hard to use it to its full potential (enter “Trimping”, “Sticky Pogo-ing”, etc…).





  • Java but in an alternate universe (with Microsoft’s trademarked cursetm that follows everywhere). Auto-properties/properties to reduce boilerplate, extension methods, simplified exceptions (I don’t care about being explicit about checked/unchecked exceptions, I just want to throw em and catch em whenever I feel like it! Then again, other languages don’t want you to care about any of that either), Linq and access to the wonderful world of the GAME DEV ecosystem (Unity, Godot). Anything other than that is just splitting hairs at this point.