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Joined 2 years ago
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Cake day: June 15th, 2023

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  • I was having similar thoughts about Nim and portability when I saw this Github project (it uses APE but it’s more like a runtime for software? though I’m not sure if actual usage is easy like other frameworks/libraries etc). Though honestly I will probably sooner do something with Godot or Raylib via bindings instead, which is unfortunate because the 2D polygonal style is not well supported* unless you keep it really simple.

    I’m thinking about tinkering with low-poly 3D+mostly untextured models (vertex colors, see vertex color skyboxes as an inspiration for the style/concept) to sidestep the 2D issue (as it’s well-established in 3D). My mousewheel is currently broken, though. And I’m not totally happy about the idea of using Blender, though any 3D editor opens up more options (in-engine stuff is cool, but probably locked-in).

    It’s also difficult finding discussion about Nim on the fediverse, particularly when people don’t explicitly say nim-lang. That and often Kbin doesn’t properly federate Mastodon replies so potential conversations are just broken. And I haven’t seen other languages that come close to the same feel, some scripting languages might be OK if their performance wasn’t a problem (and often there are options to help, but it also makes me question if it also wrecks their compatibility with bindings when it’s a different thing).

    * = 1. Godot 4 has a still-in-PR-stage feature that can be used for art but may not perform well enough to be used for an entire project with MSAA, also still no Nim bindings. Also even then, the editors could be better (vertex colors and internal vertices).
    2. I am not aware of polygonal tools for Raylib at all, started making a text format and loader but got bogged down on details. And it would be even more basic than Godot’s polygons, no animation aside from just making multiple frames and swapping (or maybe some basic transform effects, but this would all need to be done manually while Godot has in-engine animation).




  • Games back then were pricier - once you account for inflation.

    That’s commonly said but ignores other economic factors such as income, unspent money, and cost-of-living.

    Though lots of things are better now: the entire back-catalogue of games, more access to review/forums, free games (and also ability to create your own games without doing so from nothing) etc. Aside from when video store rental was applicable, early gaming was more take-what-you-can-get (niche hardware/platforms might still have that feel somewhat).


  • Not sure where you’re lost.

    Re-stated: The textureless 2D art I want to do isn’t well supported. Similarly, I’m interested in 1 niche programming language and it is not well supported either (for what I want, at least). Trying to get both working together is even less likely. I think and talk about these sorts of problems more than I do things relating to them. No real projects.

    Background: OP has a (free and open-source) digital card game (the therapy one). I made simple art (with simple animations) for 2 enemies, The Laughing One and Fearmonger.

    Visual: Open this in a private tab (at least for me Imgur won’t load links properly otherwise) eye animation. I made that almost 2 years ago (not used for anything), and the feature it uses is still a PR (not merged) and it likely is not performant enough to make art for a whole game (that uses MSAA) anyways.


  • Me when I see something 1% relevant to my interests that I all-but-dropped due to very specific technical problems that nobody is solving and in some cases I may actually have a path forward (but it would be additional concessions and I also don’t want to learn/use Blender).

    The 1% in this comment is that I contributed (2) polygonal art things for OP 3 years ago (and anti-aliasing cannot be enabled for web builds and also a conflict with HDR glow). Them bones are me, but it’s not quite ADHD (maybe SzPD plus other stuff with energy, not that it’s relevant here).

    Also it’s ~6:30am (and I did not just wake up).







  • Is it similar to a sort of perfectionism? Like if it’s not going to be 100% exactly what you want, there’s no point in even starting?

    I would say the issue is not being imperfect, but that it’s not even going to be a C-. Something you know is not the right fit/function/compatibility/ease etc on top of the learning curve that will delay even sub-par results beyond a sustainable motivation loop.

    There are things I have tinkered with before stopping. Lacking ideas for potential avenues of learning projects (particularly when it comes to creating further content) is one common issue, for instance with programming I did make a simple adventure book reader prototype but did not care enough about writing to develop it further (also aesthetic issues like no auto-scaling text for more legible unicode characters 🔍🕵 or text in general). For a game engine, the option that has a better art feature (eye.mp4 mentioned before) isn’t merged yet (and might not perform well enough for actual project-wide usage) plus that major version doesn’t have bindings for the language I want to use still (and likely won’t for a while). I tried a framework, but I found myself making my own polygon loader (format) that I didn’t even finish because I wasn’t sure enough on actual usage (2 polygon formats, loading/storage etc.) and I didn’t want to keep going out in-the-weeds like that to make my own stuff.

    Or there’s other toe-stubs like that. For instance I’ve carved a few things with a rotary tool and I wanted to try whittling so I could do it in my room without creating dust… and when I did the wood was so seasoned I could barely get the bark off (and I probably don’t have great tools for whittling). On a similar note, I also tried a small log and was only able to put a slight bevel on it with a (cheap) power-carving disc in an angle grinder (again, seasoned wood from the wood pile).

    Wanting to create things that are directly useful/interesting to me is another layer of difficulty/limitation as well.


    That and these are not things I do normally already so there’s a lot more resistance to starting things than there is to just not do it. Even when I was doing things, there were usually factors I took into account.

    Maybe it’s less a hyperfixation and more of it being one track that runs without distraction unless I find it inconsequential enough to let the track fall out-of-view, likely in favor of a literal distraction.


  • I don’t think I would frame it like that. Intent isn’t quite a stretch, but I’d say it’s more like recognizing my wheels are spinning (but going nowhere) at best and early burnout at-worst. And when money is involved, aside from my lack of it there is also previous purchases that I regret. One is a 3D printer that I bit off more than I could chew with an upgrade and ruined it for myself (well, that on top of not really liking the design/iteration process for extrusion).

    Some of this may just be an issue of lacking context, as in anything can seem like a fixation (or easily be one) when I don’t really have any regular hobbies. And with tons of free time I can watch hours of video or do strings of searches for something that ultimately won’t turn up with what I’m exactly hoping for. Or with the PS3, requires more downloads (or other motivation) for reasoning.

    In some cases I suspect I may be wrong in my motivations. Like wanting performance w/programming before I’ve had any real projects, though I also don’t think wanting my code to utilize more than 1/16th of my CPU’s capability (particularly if it’s performing bad even for that) is such a big ask. Is that an anti-fixation?

    On another note, I was fixated on an ebike for a while and then slept on the idea when I couldn’t fine one I liked. Eventually I did find exactly what I was looking for (cheap+small/light+has-gears) and I bought it and everything worked out great until my local trail closed (~6months ago, still closed). So that should say something about external factors.


  • I don’t think I have ADHD (so this may be more of a SzPD or depression thing), but I often hyperfixate on things until I just decide to drop the idea (or at least lurk on the idea indefinitely) due to complexity/poor-results/cost. And the cost doesn’t even need to be that high, I try not to buy things.

    I’ve done this mostly with programming and game stuff, where I want ease and performance plus something polygonal (eye.mp4). I actually have the pieces, but they don’t really fit together (at least not where I’m at, someone better might make it work). Either that or I’d need to make some major concessions (beyond the ones I initially planned for) or have a completely different workflow that will likely also be more difficult (like 3D).

    Similar to your story, I heard about PS3 homebrew being better/easier and decided to dust off my PS3 (actually, compressed air) which last-I-used-it was not reading discs. Seems that was only a temperamental thing, got some info, fixed up controller a bit, played some games. But I didn’t actually bother with the homebrew stuff yet because I do not really have even a loose plan on the reasons to do so yet. Playing an old game I had bought long ago was one reason, until I remembered it was a PSP mini and I can just play it on my phone.



  • It seems like the old login servers don’t even exist anymore (so I don’t see how it’d actually verify unless it just checks a username’s purchase status), but yeah that launcher does work for offline. (I still have my lastlogin file assuming it can’t overwrite itself easily, but I don’t think anything uses that other than the old launcher which can’t seem to actually download the files because 404).

    It’s also interesting for the built-in modding, though it doesn’t seem to be perfect. Also added an edit to my original comment mentioning parallel timeline mods. Though I’ll just check out some classic(/revived) mods if I can get them to work.

    @Stelus42


  • Yeah, one of the things I liked in old versions was having just one type of planks (not having multiple variants of everything wood, particularly). And I’ve never cared about the bosses or searching for something 50K blocks away from spawn or whatever. The other annoyance is hunger, though eating to insta-heal isn’t much better either.

    One issue for me is that I really liked the block model system of newer versions (release 1.8), particularly as a resource pack creator. A ladder looks so much better as a few cuboids than it does as a flat texture, and my models (which I made in a text editor) looked a lot nicer than my textures.

    Also, never migrated my account. Are the servers to download the old versions from the old launcher even still up?

    Minetest could be a solution here, but it seems like most Minetest games are either following new MC’s footsteps or are doing something completely different. At least I’ve never played one that made me want to keep going, something good enough to start my own thing with (I would like chaining sticky pistons or similar things that are powerful in single-player, blocks that look cool but offer specific benefits like an iron grate floor/ceiling).


    Parallel timeline mods are interesting, though I am not having luck with trying them thus far and I also doubt the modding tools are there enough especially for me who doesn’t want to code in Java. I could also see it interesting if there were an easy way to just disable a large amount of blocks/items/mobs etc and then just add in new stuff… maybe even with data packs especially for this sort of thing.

    I am thinking about game mechanics that interact (has anyone tried liquid-like gravel/coal piles yet?) or that just connect simply/are instant (rather than high-throughput automation). Or different systems for healing/buffs/food. Maybe alternate tools/transportation/skybridges etc.

    EDIT: So they really added data packs without the ability to make “true” blocks/items (instead still dependent on entities and commands, data overridden not data driven), huh? Guess I shouldn’t be surprised.