Right now. WASM has been supported by every browser for a while now, and most webapps are made with WASM. That said, it’s not a replacement for Javascript, most people only use it on things that need to be high performance like heavier apps and web games. Nobody really makes websites that rely on WebAssembly instead of JS to my knowledge.
You can backflip in mid-air which is useful to go a little higher or cancel the direction you’re moving in. I don’t remember the exact control for it, but I think it was double tapping after jumping.
Absolutely, it’s a great game.
The fun part of this game is hearing such differing opinions, I had someone explain that Block Koala was their favorite. I personally didn’t gel with Planet Zoldath, it’s conceptually neat but I found it very tedious. Glad you enjoy it though!
They explain their reasoning here: https://godotengine.org/article/about-official-console-ports/ .
I’ll post it on Lemmy once it’s done. I’m still not entirely sure which gaming communities would be most suitable but it’ll definitely be in [email protected] :)
That said, UFO 50 is truly massive, so it’ll be some time before I finish this thing. One of the games I haven’t started yet is apparently a 20+ hour JRPG, so that’ll be fun.
I have been obsessed with this game since it came out. I’ve already put in 60 hours and got 14 games cherried (which means 100%ing them, getting a true ending, or beating a difficult challenge).
I’m writing an incredibly long blog post where I review every single game in the pack. Excited to finish & share it once I’m done playing through everything.
I remember so much pessimism last year that people’s complaints will change nothing and that almost every Unity dev is too deep and won’t be able to switch engines.
Well, guess what, so many people did switch and Unity did feel the hurt. The community really did take action.
Everyone’s going to (rightfully) dunk on Unity but I think this is a great move and it’s nice that the engine isn’t going away. Competition is always good, and I’m happy for the devs that did stick with the engine. Lots of studios celebrating on social media with a sigh of relief. I still think Godot is going to eat Unity’s lunch the next few years so they better step it up.
Why? Automod is just a tool, the issues people have with it is how overzealous the mods using it are. If you’re moderating a community with 10,000+ people you can’t expect to filter and manage everything yourself, so a bot scheduling posts and filtering potential spam/low effort content is necessary.
Very good stuff in this update! The new page quickly showing all the changes is also a lot easier to digest than a 5,000 word essay blog post.
I’ve already been on 4.3 since the dev previews, so more than anything I’m excited for this release so the team can finally get to merging all those PRs that were shelved for 4.4. Lots of performance optimizations and big changes I’m excited for are coming in that next update. The wait continues!
inexperienced big brain developer see nested loop and often say “O(n^2)? Not on my watch!”
complexity demon spirit smile
This hits too close to home.
Finally, audio cackling in web builds should be fixed!
I’ve been on Nobara for almost a year now and am really happy with it. The only distro I’d probably switch to is Bazzite just to try out immutability, but aside from that I’m good where I am.
There are two good options: Host your own blog yourself, or join a blogging platform that isn’t corporate. I personally use BearBlog but I’ve heard good things about Write.as as well. These two have free blogging options and don’t sell your data. If you want to host it yourself (which is safer), check out Hugo.
Ultimately, bots scrape the entire internet and there’s no guarantee they will honor robots.txt of a particular website (which tells bots what they are and aren’t allowed to do). If it’s on the internet, people can scrape your content and there isn’t much you can do about it. That shouldn’t stop you from writing or blogging, just don’t post very personal data.
Also, feel free to join us on [email protected]!
Compiling to bash seems awesome, but on the other hand I don’t think anyone other than the person who wrote it in amber will run a bash file that looks like machine-generated gibberish on their machine.
Based on the feedback we received at the GDC from partners and friends, we know that we need a way to reduce the size of our exports. Currently, the 4.3 release Web build .wasm is around 40 MB uncompressed, and 5 MB compressed with Brotli. We have a few ideas in mind to address this, and it could even help optimize builds for other platforms!
This is very exciting! It’s my #1 issue by far with the engine. With custom export templates I managed to keep it around ~25MB uncompressed, but there’s definitely a lot of room for improvement in binary size.
Most variables have setters for situations like this. Rather than using get_tree().paused = false
, try get_tree.set_pause(false)
. There’s also Input.set_mouse_mode()
, you’ll see them under the variable names in the docs.
“Merge pull request #8 from [branch name]”
Not the most exciting but hey, someone has to do it.
Also WASM can’t directly manipulate the DOM so it can’t really be used for handling HTML/CSS, all front-end stuff still has to be done with JS.