Latest Comments by rustybroomhandle
Mad Max to release on 20th of October for Linux & SteamOS, being ported by Feral Interactive
5 October 2016 at 9:47 am UTC Likes: 2
Unfortunately the Feral radar is less like tracking a bunch of slow moving ships, and more like tracking a swarm of angry bees.
5 October 2016 at 9:47 am UTC Likes: 2
Quoting: damarrinThat's excellent news!
Interestingly, the Feral radar is showing the "Depth Charge" game coming sooner than Mad Max...
Unfortunately the Feral radar is less like tracking a bunch of slow moving ships, and more like tracking a swarm of angry bees.
Become a Vampire hunter in 'Slayer Shock' now out in full with Linux support
3 October 2016 at 10:56 am UTC Likes: 4
You're right, $30 would be more fair. ;)
3 October 2016 at 10:56 am UTC Likes: 4
Quoting: Guestdoesn't look like I'd pay $20 for this
You're right, $30 would be more fair. ;)
Warhammer 40,000: Dawn of War II, Chaos Rising and Retribution released for Linux, port report and thoughts
29 September 2016 at 4:38 pm UTC
thanks both! all good now
29 September 2016 at 4:38 pm UTC
Quoting: wolfyrionSOLUTION
For those who have problem with the Dawn of War II not running you need to install from AUR
librtmp0 and lib32-librtmp0
Have fun ^_^
Quoting: ysblokjeQuoting: rustybroomhandleYaaaah, Manjaro user here - not working at all for me - NVIDIA driver 370.28 - debugging now
Try removing libasound.so(.2) from the 64 bit libraries in your steamruntime. I got it down to libasound on arch.
look in ~/.steam/steam/ubuntu12_32/steam-runtime/amd64/usr/lib/x86_64-linux-gnu/
thanks both! all good now
Warhammer 40,000: Dawn of War II, Chaos Rising and Retribution released for Linux, port report and thoughts
29 September 2016 at 3:07 pm UTC
29 September 2016 at 3:07 pm UTC
Yaaaah, Manjaro user here - not working at all for me - NVIDIA driver 370.28 - debugging now
'Firewatch', the first person mystery adventure game has a major update, new game mode and Unity update
22 September 2016 at 11:00 am UTC Likes: 3
Editor note: We have a spoiler tag, use it.
22 September 2016 at 11:00 am UTC Likes: 3
Quoting: KeyrockDid this update fix the game's thoroughly disappointing ending?
Spoiler, click me
SPOILERY POST:
I hope not. The ending was exactly the point of the story. Both people escaping their real life circumstances by getting themselves worked up in all manner of paranoia, only to be brought back to reality.
EDIT: Oh yeah, spoilers. :P
I hope not. The ending was exactly the point of the story. Both people escaping their real life circumstances by getting themselves worked up in all manner of paranoia, only to be brought back to reality.
EDIT: Oh yeah, spoilers. :P
Editor note: We have a spoiler tag, use it.
Looks like 2D adventure game 'Owlboy' will come to Linux using FNA
17 September 2016 at 3:49 pm UTC Likes: 2
Bingo. Modern pixel art games often have an aesthetic that does not really resemble anything from ye good olde days. Games in the 8 and 16 bit era did not aspire to be "pixel art" - it was just graphics and they worked to make em look as good as they could within the limitations. Modern pixel art tends to rub the pixelness in quite a bit.
Flink (1995):
On a CRT screen the individual pixels would have been barely discernible.
17 September 2016 at 3:49 pm UTC Likes: 2
Quoting: tuubiModern pixel games aren't automatically "retro",
Bingo. Modern pixel art games often have an aesthetic that does not really resemble anything from ye good olde days. Games in the 8 and 16 bit era did not aspire to be "pixel art" - it was just graphics and they worked to make em look as good as they could within the limitations. Modern pixel art tends to rub the pixelness in quite a bit.
Flink (1995):
On a CRT screen the individual pixels would have been barely discernible.
Looks like 2D adventure game 'Owlboy' will come to Linux using FNA
17 September 2016 at 8:46 am UTC Likes: 1
You are both correct. And both wrong too. :)
On CRT monitors, the pixels were not "square" as with crisper monitors, mainly due to the dots on screen consisting of seperate RGB guns, arranged a certain way. On most, these were in a triangle shape, and on Trinitron screens, these were arranged next to each other. The result is that even on these two types of CRT screens, a pixel would look subtly different to the another, and a LOT different to how it looks on a crisp screen.
So designers definitely designed for graphics to look good on these screens specifically (usually televisions). Colours also came out differently: A precise mix of R, G and B would look different based on screen type.
Older games were specifically designed for thee screens, but emulating the effect on modern screens is also not as simple as adding scanlines.
See this comparison: https://www.youtube.com/watch?v=v3SZkjF1RDI
Also, read this detailed description by Kyle Pittman http://www.gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php
17 September 2016 at 8:46 am UTC Likes: 1
Quoting: tuubiQuoting: nllaIt's just that pixels were always meant to be accompanied by scanlines. They were designed with CRTs in mind, which are a perfect complement to them. Scanlines were the things that turned ugly, low-res blocks into beautiful works of art. (As well as chiptunes, off course.)Pixels weren't designed with anything in mind. The hardware had low resolution, which meant visible pixels. Same goes with scanlines. They're an ugly (IMHO) artifact of an inferior display technology, and I don't get the nostalgia. I love me some pretty pixel art, but I don't see what blurring and distortion adds to the experience.
EDIT: These are my purely subjective opinions, not trying to put down anyone's personal feelings on the subject.
You are both correct. And both wrong too. :)
On CRT monitors, the pixels were not "square" as with crisper monitors, mainly due to the dots on screen consisting of seperate RGB guns, arranged a certain way. On most, these were in a triangle shape, and on Trinitron screens, these were arranged next to each other. The result is that even on these two types of CRT screens, a pixel would look subtly different to the another, and a LOT different to how it looks on a crisp screen.
So designers definitely designed for graphics to look good on these screens specifically (usually televisions). Colours also came out differently: A precise mix of R, G and B would look different based on screen type.
Older games were specifically designed for thee screens, but emulating the effect on modern screens is also not as simple as adding scanlines.
See this comparison: https://www.youtube.com/watch?v=v3SZkjF1RDI
Also, read this detailed description by Kyle Pittman http://www.gamasutra.com/blogs/KylePittman/20150420/241442/CRT_Simulation_in_Super_Win_the_Game.php
A Unity developer is teasing the Vulkan API in the Unity engine
13 September 2016 at 10:22 am UTC
13 September 2016 at 10:22 am UTC
One thing concerns me somewhat. Linux support from/at Unity is largely due to Na'Tosha and Levi championing for it and taking development/support into their own hands. I'm worried about what might happen if they leave the company, since they more or less seem to come as a pair (being life-mates and all).
A montage of an intense ranked 1on1 battle I did in Rocket League, amazing
10 September 2016 at 1:54 pm UTC
Yes!
Also, Ballblazer
https://www.youtube.com/watch?v=_tkwWD_BWWQ
10 September 2016 at 1:54 pm UTC
Quoting: mcphailHa! Reminds me of one of my favourite games.
Yes!
Also, Ballblazer
https://www.youtube.com/watch?v=_tkwWD_BWWQ
OpenMW 0.40 released, playing Morrowind on Linux natively gets closer to perfection
7 September 2016 at 12:24 pm UTC
Yus, that can work. Would work best with content like the Siege at Firemoth expansion.
7 September 2016 at 12:24 pm UTC
Quoting: paasistiQuoting: rustybroomhandleNone of these are unanswered questions, but they are answered in games that are specifically designed to accommodate multiplayer. Morrowind is not one of these. It would need specific multiplayer content created for it.
I think the easiest way to implement a multiplayer element into a single player experience would be the way that the Fable games (at least Fable 2) handled it. In it, the other player(s) are just "henchmen" that are there just to help the "main" player and explore the world with them, rather than complete the quests for themselves. I could see this model working well with TES games: you would just invite a friend to play - with their character about the same level as you - and then you could go on playing as normal, with the exception that you have a friend there to help you.
Yus, that can work. Would work best with content like the Siege at Firemoth expansion.
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