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re: ffxiv 

@kat @behold3r I think it only ever plays, like, once before character creation and then that's it. Apparently it's still available in the movies list in the title screen though as "Opening movie"

re: ffxiv 

@behold3r @kat Sounds like you'll wanna start in Gridania then :3

re: ffxiv 

@kat @behold3r I'll try to find a link when I'm on my computer

re: ffxiv 

@kat @behold3r nah, not the opening FMV, I mean the one that plays when you select "game start" from the main menu the first time

I think, it's been so long ago, but the video I'm referring to is in the game files

re: ffxiv 

@kat @behold3r Niki, was it the one that opened with "eorzea, the land blessed by the gods" or something like that?

re: ffxiv 

@kat @behold3r I think it's the FMV first-time players are shown for an overview of the setting and recap for the events of 1.0?

I, uh, dreamt about howling at the full moon ;;;;;;

thinking about this fake ad from the 1993 space quest 5 manual that somehow isn't outdated at all

@softgoat@computerfairi.es Yeah, you can usually turn off the cellular radio and it won't do much if you don't add a SIM card

@evie seems like you'd really be better off painting them on

This joke has been done like a million times before I'm sure, but my brain reinvented it as part of a subconscious effort to do anything but remember my C# syntax

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damp werewolf 

@D6016 that's gonna be a big shake

@luna@hellsite.site I feel like we're seeing the possible implementation a bit differently, but either way, yeah, fortunately Godot does offer thread synchronization primitives! The lack of exception handling is really jarring for how much GDscript tries to emulate Python in every other way, though.

@luna@hellsite.site Yeah, most cases, but small is not necessarily impossible, and I'd prefer to eliminate any source of ambiguity if I'm to be implementing replays in my games

Plus honestly I feel like I should be migrating to C# outside of the prototyping stage anyway 🤷

@luna@hellsite.site I know in some other languages, e.g. lua, errors are an optional return for handling after the call, but I don't think that's an option in GDScript

@luna@hellsite.site As for per-thread exceptions, honestly I don't know, I'd have to dig into Godot's code to be sure. At least an exception being thrown from another thread would (ideally) encapsulate what went wrong for the thread handling it

@luna@hellsite.site additionally Godot is designed to keep on trucking if there's an error, even if there are cases where you'd want to handle that error instead of ignore it

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