Hi, I’m sbird! I like programming and am interested in Physics. I also have a hobby of photography.

previous scheep on lemmy.world: https://lemmy.world/u/scheep

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Joined 2 months ago
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Cake day: June 12th, 2025

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  • I’ve been running the developer beta for about a month or so now, the updates have made the phone run cooler (good) and things have become more readable. Good that Apple is working on it, but there’s still a bunch of issues. In the clock app, when there’s the bubble in the swipe menu, the text and icons switch between yellow and orange and there’s also VERY small slivers of orange whenever you hover the bubble over the alarms and stopwatch icon that drive me crazy. The bubble effect is a bit overdone in my opinion and could be toned down a bit. The lockscreen swiping still has issues, as when you swipe down the lockscreen background doesn’t appear, but notifications are still adjusted to the colour of it so if you have a darker lock screen background and on a lighter/white web page and you swipe to see you notifications, it looks unreadable until you swipe all the way down where the lockscreen background reappears.


  • Godot is better than roblox for making games because:

    • you’re not restricted to one platform (in gd you can export as web app, linux, windows, macos, mobile, etc.)
    • Roblox requires an internet connection and a Roblox account, both of which are not necessities for a game developed in godot (or any other game engine, like unity or unreal)
    • Roblox has some very shady business practices that are not very nice to game developers. Godot, meanwhile, gives you the control of where you want to distribute the game with no strings attached
    • GDScript is super easy to learn, very similar to Python and I really like that it’s integrated into the engine (you can, of course, use a separate code editor if you want. You could even use C# if you’re more comfortable with that)

    If you do go for Godot (and you should), I would check out channels like GDQuest and HeartBeast as well as the Godot documentation for tutorials and help, as well as browsing the forums for advice.






  • If there was a “key” for every dialogue, that table would get ridiculously long. All the dialogue text is only being used once anyways, so it’s just making it more complicated for, in my opinion, little to no reason.

    Using a lookup table for the emotions and character could be interesting though. I prefer my solution of just having all those dialogue objects since it’s simple and works for my use case. In Godot with the “quick load” feature you can find the different sprites very fast. Also, not changing the dialogue system means I can keep using the same one for all my games, so less work to do :D


  • How my dialogue box works is by having a “Dialogue” object that has three parameters: the text, the avatar, and the duration (longer dialogues wait for 5s, shorter could be 3s). And in each “conversation”, it’s pretty much looping through an array of these dialogue objects. So for every conversation there is in the game, I would have to change the dialogue objects of each one.

    And I don’t think I can map it to specific textures since I have multiple textures for different expressions (happy, shocked, angry, etc.) and am likely going to add more in the future so I can’t really hard code that in.

    It’s quite a bit of work for something that I find mostly unnecessary as all the characters introduce themselves when you meet them and there is a clear visual distinction (different shapes, colours, etc.) between all of them.












  • Should I get Gitea or Forgejo? Forgejo seems to be a more free/libre fork of Gitea, the latter of which is influenced by a for-profit company. Is Forgejo functionally equivalent to Gitea, and if not, what are the differences? If they are basically the same I would probably go with Forgejo over Gitea. Is Forgejo’s documentation and setup similar, better, or worse than Gitea?