Finally getting to the important features
As you might have noticed, things are suddenly slightly different - the blog's design suddenly looks a little less 2012, big posts get a "table of contents" widget, and there's a dark theme switch!
In this post I take a look back on how my website originally came to life and how it changed over time. Continue reading
(artwork by Justin Chan)
So it has come to this - Nuclear Throne update 99 releases today! (also see AMA on subreddit)
For me it's even slightly more remarkable, as I did additional programming for this update.
This blog post outlines my involvement, changes, and answers some common questions.
This post is about modifying configuration files for Wacom drivers to have a Wacom One tablet function in portrait orientation despite the option not being exposed in configuration UI.
Update: apparently the same applies to Intuos and Bamboo product lines, likely for the entire "generation" of tablets using the same drivers.
Perhaps you've already heard that I've been recently developing a mod for the current version of Nuclear Throne. And not "just" a mod, but quite an impressing one:
Adds Steam-based online multiplayer support to the game.
That means invitations, public game list, and no port forwarding.
Easily record and review your runs to learn from mistakes.
Or even attempt to correct them by dropping into the game at any point of a replay.
Nuclear Throne never was a coop-centric game, and thus coop mode didn't receive enough attention, remaining ridden with various small bugs. This mod changes that, fixing pretty much every known issue, and giving coop some much-needed polish.
While fixing coop-related bugs is an obvious choice given the scope of the mod, I didn't stick to just that, and also fixed a handful of other issues with the game. Bugged "crown vaults"? Fixed. Game hanging in certain areas? Fixed. Occasional crashes during an intro to an important boss fight? Also fixed. The full list is long (200+ items) and available in the "readme" document.
So it works, it's nice, and you can download it right now.
Or continue reading on process and potential questions.
(live demo - compare scrolling speeds in Firefox)
For quite a while now, a thing that bugged me in Firefox was the inconsistent scrolling speeds across the pages. On some it would seem just fine, while on others you could have a list that scrolls at a ridiculously slow pace. My searches on the subject were inconclusive - while, of course, you can regulate the scroll speed via scripting, that definitely wasn't the case on all these pages.
The culprit, as it turns out, was pretty simple - while most of the browsers scroll the elements for an amount of (screen) pixels per key press or mouse wheel change, Firefox scrolls the elements based on the their font size. Which, on one hand, makes sense, but there's a catch - it's based only on the scrolling element's font size. Content' font sizes are ignored.
So that is why you get odd scrolling speeds - people most often set up styles for the actual content (paragraphs\labels\etc.) and not the scroller\container element.
Luckily, this also means that scrolling speeds can be adjusted easily - you change the container font-size to (100*X)%, and then add a rule to change it's child element sizes to (100/X)%:
On some occasions, you may want to get a "global" input language - that is, the keyboard layout used by the current foreground window\application\whatever. Basically, simulating the behaviour of the language panel on Windows.
The common use cases are on-screen keyboards, fullscreen applications, and widgets.
While I wasn't able to find a premade function that get this particular thing during my searches, it turned out not to be too hard to assemble:
For quite a while, the multi-screen setup on my desktop was powered by Synergy.
Which, I should say, is pretty neat, aside of it's complete unwillingness to send non-English keystrokes to additional devices.
Slightly more recently I've switched to using a more conventional dual-screen setup.
Which, of course, is more convenient (being able to drag a window to the second screen without having to sync the related media first), one thing would seem to be missing — the "hotkeys".
Moving the mouse over an entire monitor (or two) only to click something and move it back is not all that exciting, and Synergy's keyboard shortcuts for moving the mouse to N-th screen (while remembering the old position for returning) were a welcome feature.
Windows, unfortunately, does not seem to have any "built-in" keyboard shortcuts for swithing to a given screen, but that can be easily fixed with help of an AutoIt script:
Recently I have been experimenting with networking in Unity3d.
As you may know, there are various systems to aid you with building networked applications in Unity, ranging in approaches and capabilities.
However, if you are more familiar with the regular socket APIs, or just need to port a bit of existing code, you would probably rather have a couple of simple methods to send and receive data.
So here's just that, using .NET's System.Net.Sockets.UdpClient to asynchronously receive and handle data as it arrives:
SolidFiles: File hosting without the bullshit.
— company motto. TL;DR: more like, with some bullshit.
For a while now I spend my time correcting old links to my examples hosted on SolidFiles whenever I spot one. Mostly they are on forums or my blog and I can correct them relatively easily. Sometimes I cannot edit them and they just stay like that.
Since it's no fun, and I do get complaints about leftover links somewhere every now and then, I've thought that I may as well make a small post highlighting my concerns.
Today I'm proud to announce, that my GameJolt API plugin for Construct 2 has been finally updated to support most of site's functions.
This means that you can now display highscore tables and trophies in your game, access Data Store, and more.
You can get the updated extension and example from the GameJolt page, or read this post for few more details.