Been working more on InControl 2 lately. Yes, that's still a thing—I just got burnt out and needed to step away from it for a long time. But I'm back into it and I'm getting excited by the idea of releasing it in the near future.
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I've been pretty quiet for a while, but here's a little something I just published for Unity. It's called Pixel Machine. An editor tool to bake 3D models and animations into 2D sprites, animations and prefabs, including normal, depth and distance maps. assetstore.unity.com/package…
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As usual, the last 10% seemingly took 90% of the time. I had the tool operational for another project I'm working on maybe a year ago. 😩
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I did use the new @unity @AssetStore UPM-based publisher portal to publish Pixel Machine. Interested to see how that goes. I like the workflow, but it's lacking some of the bells and whistles like being able to generate promo codes. I'm sure that'll come in time.
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As always, finishing the last 10% takes 90% of the time. But I'll probably put it on the Asset Store eventually.
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Pixelized text in Unity is not great. So, I decided to make something to fix that. Or, at least, scratch my own itch. Yak shaving at its finest. ¯\_(ツ)_/¯
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So, Apple took two of the worst UI paradigms in recent history (translucent and floating elements over content) and made it their new design philosophy going forward. Got it. 😑
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Although, you cannot actually pet the cat. Or rub your face in its fluffy goodness. Seems like a missed opportunity, with all those glorious cutscenes, to be honest. @DaveDiverGame
In @DaveDiverGame you can feed Momo the cat. This makes it vastly superior to every game in which you can pet the doggo. Fight me.
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In @DaveDiverGame you can feed Momo the cat. This makes it vastly superior to every game in which you can pet the doggo. Fight me.
However, it’s entirely subjective. I can see how it could be infuriating to someone entirely used to strongly typed languages. There’s also a real danger of shooting yourself in the foot and it’s probably a bit easier to write bad code. But I find it pleasant. ¯\_(ツ)_/¯
Code is clean because you don’t *have to* explicitly declare all your intentions. But you can still do inheritance, polymorphism, abstract classes and interfaces of a sort if you want to. I like how the code reads close to natural language without a bunch of annotations.
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Code is clean because you don’t *have to* explicitly declare all your intentions. But you can still do inheritance, polymorphism, abstract classes and interfaces of a sort if you want to. I like how the code reads close to natural language without a bunch of annotations.
You’re not far off. I use both C# and Ruby constantly. I like both. It’s a subjective thing. I like Ruby because it’s expressive and flexible. Types exist, but they’re extremely malleable.
Replying to @FreyaHolmer
the main benefits I've noticed:
1. faster iteration on lightweight/smaller pieces of code. big firing from the hip energy
2. polymorphic behavior is implicit, so there's no need to set up interfaces for shared behavior (although I also see this as a potential drawback)
3. function declaration parameters and variable declarations can look more clean/less repetitive
but uuuuh, beyond this I'm running out of ideas, and this isn't even close to stacking up against the benefits of strongly typed languages
Indeed. Although, I think more specifically it’s that everything is constantly dialed to eleven for spectacle. The world—galaxy, universe, metaverse—is always ending. No time for character development or attachment. It’s confusing and utterly exhausting.
I saw every MCU from Iron Man tp Endgame in the theaters. I've seen maybe 2 or 3 since then in any form. It's definitely fatigue over the same cookie-cutter schtick.
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I don't understand why 5K (5120 × 2880) never became a thing. Once you've used a 5K Mac, you can't go back to 4K. And 1440p is the sweet spot for gaming. So, having a monitor that's "retina" DPI for general use and scales perfectly down to 1440p for gaming seems optimal.
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