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LucKey Productions

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A member registered Aug 19, 2015 · View creator page →

Creator of

Recent community posts

https://dry.luckey.games/_building.html#Building_Android

And come aboard!

Now, there's also go-away.

Try DeepL.

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That meaning was chosen because it is the only one referring to a person, not because it is offensive. It being offensive was the motivation for the OP... after first sending an email to the Godot Foundation and pointing it out in the FreeGameDev chat.

Do you self-identify as racist?

Obviously, those 3 senses are not. 🤦

No, none relate to chocolate, and 3 of the 4 meanings are effectively the same, since they all refer to the plant or part of it.

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It just a name.

You wouldn't say that about any slur you're familiar with, I hope.

It depends on context.

Well, exactly... with the context being either object or person.

Despite not being in violation of the MIT license, charging extra for obtaining the source code makes it neither free software nor open source, according to how the FSF and OSI define these terms. Reported as miscategorized.

That is sense 1, yes, the literal meaning. When applied to a person however, it is exclusively interpreted in the 4th sense. Look harder. Saying it's not a slur because it means peanut is like saying spade isn't a slur because it means shovel.

"Sense 4 is from the pejorative term pindachinees from the 1930s, which was later applied even more pejoratively to people from East Asia in general, including Indonesians who came en masse to the Netherlands in the late 1940s.

[...]

4. (derogatory, ethnic slur) people from East Asia, most commonly Chinese and Indonesians"

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Can someone explain how and why an ethnic slur (pinda) was picked as the name of one of the main characters? The dog being named after a Dutch brand of chocolate milk clearly sets the language domain, leaving little to no room for alternative interpretations.

🍦
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You don't like Windows.

What Linux distribution are you using? If it's Arch-based you can find a package in the AUR that should work. Otherwise I'm afraid that - for the time being -  you'll have to compile the program locally, starting with the engine.  Feel free to come aboard the Colourship for assistance. The download provided through itch is only built for Debian, using a relatively simple GitLab CI setup.

Thanks for trying Edddy.

Mouse aim has been added, btw, though with a trackpoint in mind.

Anything to show yet? :)

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And a newer one.

Unless you count from initial commit instead of first release, then Tux! is actually older than this one.

Plenty of cheese in the trap as it is.

🍩

Glad you like it!

Technically you'd have to provide attribution somewhere to adhere to the CC-BY license, which might be tricky with a profile picture. But I guess it falls within the domain of fair use, so go ahead. :)

Did you know there's a whole webcomic featuring Carrot?

Don't blame yourself, it's a mess. I'm not quite a neckbeard myself. :)

The script is supposed to pull and build the engine, not err. But since it looks like you'll be switching to Mint anyway, I guess there's no immediate hurry to solve it, and I'll just assume you can  simply unpack on your new platform.

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Thanks for trying. I would have expected the build artifact to run on that platform's version, but it seems a separate compilation is required. Someday someone might figure out Flatpaks, but for now you could try to download/clone the repository and run install.sh. That should take care of everything.

Also, feel free to come aboard the Colourship for a chat or support.

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Compiling on a less up-to-date Mint machine brought up an error that has been fixed in the master branch using a Qt version check.

Great, see you there!

Someday someone will make an AppImage. Maybe you could help bring it about.

Your suggestion sounds a little drastic. Have you tried compiling? The issue doesn't seem common.

Feel free to come aboard the Colourship to chat.

Have you seen Open Saucer? Apart from being in 3D, it is a conceptually quite similar game. Development started just over two years ago and it's also free and open source.

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The Gameplay video or trailer field on the Edit project page is a different story.

Reposted topic in the correct subcategory.

[repost of because of]

As a free and open source game development cult I'd really rather not use YouTube or Vimeo, and would prefer to host on LBRY/Odysee or PeerTube instead. Support for other sites - like Rumble - would also be nice to see.

The Ideas & Feedback link on the Support & contact page links to https://itch.io/board/10023/ideas-feedback instead of https://itch.io/board/580406/ideas-feedback; wrong number. It effectively points to the Questions & Support subcategory.

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I hadn't thought of that and that's nice to know. Still I'd like the Gameplay video or trailer field on the Edit project page to accept it too, so it's neatly listed above the screenshots and in the hover pop-up of search result.

Absolutely. It seems the link I followed from the Support & contact page points to the wrong number.

As a free and open source game development cult I'd really rather not use YouTube or Vimeo, and would prefer to host on LBRY/Odysee or PeerTube instead. Support for other sites - like Rumble - would also be nice to see.

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But of course!

Authors: Modanung (model­ing) & David Revoy (design)
License: CC-BY-SA 4.0
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Thanks!
No, I'm afraid stasiware is not actively supported, or planned to be. But whether it's installing Linux, or compiling for Windows: You can do it!

Btw, note that the animations list contains four "walking" animations; Sneak, Walk, Jog and Sprint. The animation called Walk will be for use with slower movement than the (existing) Jog. Of course you can rename things as you like, if you're not using the other animations. But in most games you'd want your character to at least jog, despite calling it the walking animation.

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Yes, I got carried away a little with the animation to-do list and got distracted by other projects. They're sorted by priority though, so I'll get to those first going down the list. The perspectives and directions isn't what adds most work. You may also be interested to see the repository with CI rendering.

How did you render the images with a transparent background in blender?

In Cycles that's under Render -> Film -> Transparent, with Blender Render it's over at Render -> Shading -> Alpha (Transparent). And make sure your Render -> Output has an alpha channel, which I believe it has by default.

Multifunctional. ;)

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Btw, feel free to suggest animations that you might use, but are not yet in this list:

  • Jog ✅
  • Idle 🚧
  • Jump & Fall
  • Ladder
  • Sprint
  • Walk
  • Crawl
  • Wall cling
  • Swim
  • Sneak