Aprovechando la terminal PETSCII de 300 bps que hice recientemente para la Commodore Plus/4 me conecto a Retrocampus BBS, usando una central telefónica y una PC que me permite llamar a servidores Telnet.
I've got two projects cooking (one is an idle game in Godot; the other is a desktop publishing makeover for a print & play sports sim game manual), but both are refactors of other folks' commercial projects, so I haven't been posting screenshots.
Next: Announcing ImageSharp.Drawing v3.0.0
A new canvas API, retained scenes, new CPU renderer, optional WebGPU support, PolygonClipper geometry, painted glyphs, and .NET 8+
sixlabors.com/posts/announci…#dotnet#oss
It's Release Day! 🚀
New releases across the Six Labors ecosystem are here, alongside revamped docs.
I'll be sharing release posts for each library. Please share the posts far and wide. It really helps support the project.
#dotnet#oss
Q: What was VB.NET's longest lasting negative impact on .NET?
A: The introduction of CLS (Common Language Specification), which has no value nowadays but we use `int` almost everywhere that `uint` would have been a better choice because uint wasn't CLS compliant.
@kerimsafa The interesting thing is this could probably have been done on Amiga Deluxe Paint back in the day, but I don't recall ever seeing this aesthetic back then. It would be fun if someone dug up something of that era in this style.
Being able to await with tweens opens up absolutely insane programming patterns. Tween a function that calls a tween that calls a tween that awaits a tween, and have it all work properly without the need to fiddle with async calls.
@HallOfWanderers I tried the iOS version, but two times I had characters one-shotted in the training dungeon and haven't opened it since. Not sure if this is a skill issue on my part or a balance issue on the game's part.
Turn-taking ahoy! Player ends turn -> CPU selects each enemy -> control returns to player. So... um... I guess that means I have to program enemy behaviour next? Anyone actually got any idea how to do that? Suggestions welcome 😬🫣📷#ZXSpectrum#8Bit#RetroGames#IndieDev
@Mat_Zo I had this same idea recently when trying to imagine a "poor man's Harmony Bloom" that might be within reach of my meager dev skills. No time for it, though. :)
❓️ - What does this do again?
Currently implementing a help system in my #SRPG#IndieGame to explain what actions and items do what. I was really dreading this task but I found a way to implement it in #Godot super quick and easy with minimal changes to the existing code!
@mkristensen Mainly watching all the windows and panels and panes rejigger themselves super slowly waiting to hit the first breakpoint in a test debugging session. Feels like 3-4 seconds if not longer, even on a machine with plenty of RAM.
How can we make the unit testing experience in Visual Studio significantly better?
C++ and .NET devs: What’s your biggest frustration with Test Explorer, test discovery speed, debugging, Live Unit Testing, Google Test integration, or anything else?
Drop your ideas/suggestions below 👇
#VisualStudio#dotnet#cpp
@Grummz "The first people we had try the game were EverQuest players. They spent the whole time running around and farming mobs. Because that’s what MMOs were at the time, just that. Quests were a rare side thing."
If you released the original EQ right now, I would play it lol
Actually, WoW was the first MMO to have quests as a mainline progression system.
The first people we had try the game were EverQuest players. They spent the whole time running around and farming mobs. Because that’s what MMOs were at the time, just that. Quests were a rare side thing.
I said “did you try the quests” and they said “what quests?”
The goal was to give you a constant 10 things to do, and to never let your quest log run out.
That changed everything at the time.