• 14 Posts
  • 235 Comments
Joined 8 months ago
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Cake day: March 12th, 2024

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  • I’ve always used aimp2, but my library broke file path metadata and the fixup tool fails to relocate them. I’ve looked at FOSS and free alternatives, and am not really, fully satisfied with any of them.

    IIRC, I found none of them sufficient. Strawberry, Clementine, Audacious, MusicBee; all have dissatisfactory UI / UI structure for me. Foobar is way too minimal. From my exploration, MusicBee was the most reasonable, acceptable for me. The customizable tab setup is a confusing mess too, but otherwise… I’ve been using that for a while.

    At some point I started implementing my own music player, making use of the BASS library like aimp2 does. But not much has come of that [yet?].

    Maybe I can recover my aimp2 metadata, and will switch back to that.











  • I’m currently playing mainly the free hexceed, which to my surprise has a lot of free content. I found it mentioned elsewhere on Lemmy, and have been playing it since. hexceed is a hexagon puzzle game.

    Being controllable mouse-only is nice. Needing focus it’s not always fitting to play though. :)

    I also bought some pick-bundles and tried out Cash Cow DX, but it wasn’t for me.

    And I tried playing The Ascend last weekend, but the Steam Controller track pad feels awful for full-degree aiming.

    I’ve also been playing Koa and the Five Pirates of Mara, but am somehow on a break there currently. If I go back to a platformer on my PC, it’ll probably be that though, to continue playing through it.



  • What do you think about full-degree aiming in platformers?

    I like being able to play platformers with gamepads, but the Steam Controller has no right stick, and the track pad doesn’t feel appropriate/consistent enough for aiming.

    Not that I have not played platformers with keyboard and mouse and enjoyed them. A good title will still win over a worse title, but in general, I think nowadays I prefer platformers without aiming anything.

    Thinking of Webbed, I think I may have tried that with gamepad first, but had to switch to keyboard and mouse. Which worked well, and was a very enjoyable game. But I can’t chill on the couch with that control scheme.



  • For me, great platformers have fluid and responsive controls, and either implement a forgiving persisting experience (climbing the environment) or quick and not too far-off resets (level screens).

    Platforming can be great in pure platformers, action platformers, 2d or 3d. They may shift but do not limit how stories can be told and how worlds or progression can be designed.

    I imagine it can be difficult to balance forgiving platforming with challenges between novice and experienced players. Often, we see alternative or stretch-goal paths for collectibles or challenges, which is a good approach to serve both kinds of players - even if maybe not total novices.

    Introducing game mechanics step by step can give good introductions and learning controls, preferably in-game without dialogue, popups, or text-only introductions. They can guide into a natural level and mechanics design progression, giving a natural progression across longer gameplay.