I have an question for those who have difficulty with and use .

1) What is the best way to offer you text-to-speech in my video game? Should I build it in myself? Or should I somehow make the text available to external screen reading plugins you already have installed?

2) What is the best way to enable text-to-speech? I'm trying to imagine how a blind person would find the toggle in a settings menu they can't see. The only way I can think of around that would be to enable it by default and have an option for users who don't want it to disable it at the beginning, but that sounds cumbersome. Is there a better middle option? Is there a commonly-used keyboard shortcut I can enable or something?

The correct order to write your disk I/O functions is:

Look at that beauty! 15,714 points, all but six randomly placed, with a custom-written spherical algorithm to create 31,424 triangles.

I mean, it takes half an hour, but still, progress, right?

Bingo. The trick, as it turns out, is to start with an octahedron (although any uniform polyhedra should work, including a cube, but an octahedron just requires a point on each axis, so it's easiest to spawn). Since you want a uniform, edgeless surface, you need to start with one. Can't build it outwards like you can in a bounded 2D volume, so you have to build it inwards.

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Can you see the incredibly simple 101 in this code? Because I just spent the better part of a Sunday banging my head before figuring it out ๐Ÿคฆโ€โ™‚๏ธ

alone and having full control over your codebase is great most of the time, but sometimes you just need a second set of eyes to reveal your blind spots.

Wait, Adobe offers a software to automatically rig and animate 3D human models and it's *free* with no strings attached?

WTF?

Made a simple roadmap tracker for the revamp of my game. Getting close to the first beta release!

ufactorygame.com/devplan.html

You know one thing that is going to be *huge* for?

Background dialog in video games.

Do you have any idea how hard it is to write dialog for guards and civilians in open world games? If you've ever taken an arrow to the knee, then you might have some sense of it.

But can blow that out of the water, generating dozens of dialogue variations that say the same thing (or nothing at all) just a little bit differently for each voice actor, adding easy variety to a notoriously tedious and shitty writing job in .

Of course, eventually it'll probably replace the voice actors too, which is far less ideal.

I'm really enjoying in .

The theme system built into the engine made it really easy for me to create a dark mode in my game!

Strongly recommending the game .

I usually hate anything resembling a "bullet hell" game and sidescrollers aren't usually my preference, but this game is so singular and unique it needs to be experienced.

The premise is that you're in charge of a small fleet of gargantuan black-smoke-belching rocket-powered mountains of machines to run a guerilla war against a far superior force.

The graphics and sound design are superb, but the game itself is a masterclass on proper scoping. Everything that's included plays a vital part in making the game what it is and there's nothing extraneous.

The game is two-layer, much like XCOM. Half of it is frenetic dogfights between these massive rocket ships and the other half is a very challenging strategy/story layer about building your resistance.

Anyway, if you're a and you want to see an example of an indie game done right, don't sleep on this one.

I really don't understand the appeal of , but that goes double in the context of . Give me a clear, strongly-typed compiler error over a JIT mumbo jumbo error any day.

Although, I guess that means my issue is less with Lua and more with using scripting languages in general for GameDev. It just feels dirty, and unsafe, and takes twice as long to debug.

Soooo... just a thought, but what if the entire community came together to build and run a tool to rapidly install games built by big studios over and over? This would cause them to receive a huge bill from , and they'd actually have the resources to unleash an army of lawyers...

Holy shit. Back when I was in college, I was a very active member and developer for a framework published by Microsoft called . After they shut down XNA, I moved to .

But apparently... XNA never died. It was reborn as the open source project . If this is half of what I'm remembering it is... it'll be amazing.

I can't believe I hadn't heard of this before today... Gonna try it out tonight.

This afternoon's task? Clouds!

It's far from perfect, but I'm pretty happy with the results so far.

The feel of the game is really starting to come together.

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