#samory — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #samory, aggregated by home.social.
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AUR package for Samory was updates to 0.19.8. This mostly includes main menu and credit screen button animations.
So no big changes but a nicer more polished feel. Feel free to test it out.
https://aur.archlinux.org/packages/samory-bin
https://github.com/D-Generation-S/Samory
Or try it on the web via Itch
https://xanatos.itch.io/samory
Keep in mind the web version does miss some features like custom decks.
#Samory #Godot #Godot4 #OpenSource #Linux #Arch #AUR #GameDev #GameDevelopment
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Samory now with DLSS 5 improvements.
Don't mind the missing cards, that's part of the pre alpha test for sure ... 🤣
Sorry I couldn't hold it.
Edit: To make it clear, no NVIDIA technology was used to created this image. I did use another model for that.
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The new main menu animations for Samory are released. I did want to pack more changes into the new version but as I feel really tiered I thought to just release it.
No big change, but a nice addition if you ask me, does make it feel more "alive".
Feel free to take a look at https://xanatos.itch.io/samory
Or if you want to see some code on https://github.com/D-Generation-S/Samory
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Another update for Samory, this time some minor bugs got solved. Also the whole setting menu was reworked to be less confusing.
I also did add a menu if you do start the game for the first time. It will allow you to select some basic settings before starting. If you played the game before the menu will no appear.
https://xanatos.itch.io/samory
https://aur.archlinux.org/packages/samory-bin
https://github.com/D-Generation-S/SamoryEdit: links where missing, sorry
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Okay my Godot knowledge is not enough to find a fix for my current issue.
If I start a game of Samory there should be a loading screen, but it never appears throwing you into the game directly after some seconds. This is due to some methods blocking the main thread for a long time instead of working in the background.
I have no clue how I could solve that, I tried to thread the heavy work but that's not working as planned.
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Okay my Godot knowledge is not enough to find a fix for my current issue.
If I start a game of Samory there should be a loading screen, but it never appears throwing you into the game directly after some seconds. This is due to some methods blocking the main thread for a long time instead of working in the background.
I have no clue how I could solve that, I tried to thread the heavy work but that's not working as planned.
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Okay my Godot knowledge is not enough to find a fix for my current issue.
If I start a game of Samory there should be a loading screen, but it never appears throwing you into the game directly after some seconds. This is due to some methods blocking the main thread for a long time instead of working in the background.
I have no clue how I could solve that, I tried to thread the heavy work but that's not working as planned.
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Okay my Godot knowledge is not enough to find a fix for my current issue.
If I start a game of Samory there should be a loading screen, but it never appears throwing you into the game directly after some seconds. This is due to some methods blocking the main thread for a long time instead of working in the background.
I have no clue how I could solve that, I tried to thread the heavy work but that's not working as planned.
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Okay my Godot knowledge is not enough to find a fix for my current issue.
If I start a game of Samory there should be a loading screen, but it never appears throwing you into the game directly after some seconds. This is due to some methods blocking the main thread for a long time instead of working in the background.
I have no clue how I could solve that, I tried to thread the heavy work but that's not working as planned.
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I did update the Itch.io page and the online manual of Samory.
Now it uses screenshots from the game redesign, representing it correctly.
Also I fixed a small issue yesterday with the legacy custom decks crashing the game if not loaded properly.
I'm considering deleting the legacy process. The main reason is that it is much simpler to create the decks via the new UI, also validation can be done by the game before saving it.
What do you think?
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Well I just did finish this and created a version out of it. Check it out on Itch or GitHub.
The AUR package is not ready yet and will properly take until tomorrow.
#Samory #GameDev #Godot #GodotEngine #Godot4 #Development #OpenSource #FOSS
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I might did came up with an idea for Samory to create custom decks inside of the game itself.
I spend the evenings this week in developing such a feature. Right now you can create such a deck, add cards to it and save it.
After the game restart, that deck is getting loaded and can be used to play with. This is much simpler than the legacy approach.Hopefully I will get this feature into a polished state soon.
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Did a small update on Samory. I did change the save system for no special reason.
Also I did improve the game end screen with some animation and a winning sound.
As always on Itch or GitHub. Currently updating the AUR package.
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The one joining should auto discover the host if both machines are in the same network. Only the host can select a deck to play and after the match is done both will return to the main menu.
2\2
#Samory #GameDev #OpenSource #PcGaming #Gaming #Development #Godot #Godot4
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I did ready up a small patch for Samory, creating version 0.17.3.
This version does fix an issue with the IP detection for the multiplayer mode.
If you host a network game it does communicate your IP as a broadcast. On Linux it always did report the "127.0.0.1".
I fixed that issue,the correct IP should be used now.
Please make sure to allow connection on port 8000 and 8001 for broadcast and the game itself.
#Samory #Godot #Godot4 #GameDeveloper #GameUpdate #GameDev #PcGaming #OpenSource
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If you did update to version 0.17.0 or 0.17.1 please update again.
As I reworked the buttons I missed to include "Linux" as a desktop ... therefor the buttons weren't shown on Linux based systems. I fixed that issue yesterday and created a new Arch package.
Also there is a problem with IP discovery on Linux, it does get the localhost IP I will take a look into that.
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Yesterday I did release version 0.17.0 of Samory, containing the experimental multiplayer mode, so be warned there might be crashes or other issues.
That mode is restricted to LAN only. At the moment of speaking the Arch package is not up to date, get the newest binaries from GitHub or Itch
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If anyone want's to test the new Multiplayer mode of Samory, just clone the main branch and give it a go.
https://github.com/D-Generation-S/Samory
It's still in an experimental state but playable. As I only did test this on a single device without real network involved I'm not sure if everything work's as it should.
It might crash as I merged changes yesterday changing the whole project to static typed.
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There are still some small issues with my current implementation. There is a possibility matching cards are not triggered, locking the whole game. If this happens you can reveal all cards but nothing is getting triggered anymore.
But still a huge achievement that it is starting to work out as planned.
https://video.gamerstavern.online/w/2yCT6Rpdz3o8S5NSwwkzif
#Samory #Godot #Godot4 #GameDev #LocalMultiplayer #Multiplayer
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There are still some small issues with my current implementation. There is a possibility matching cards are not triggered, locking the whole game. If this happens you can reveal all cards but nothing is getting triggered anymore.
But still a huge achievement that it is starting to work out as planned.
https://video.gamerstavern.online/w/2yCT6Rpdz3o8S5NSwwkzif
#Samory #Godot #Godot4 #GameDev #LocalMultiplayer #Multiplayer
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There are still some small issues with my current implementation. There is a possibility matching cards are not triggered, locking the whole game. If this happens you can reveal all cards but nothing is getting triggered anymore.
But still a huge achievement that it is starting to work out as planned.
https://video.gamerstavern.online/w/2yCT6Rpdz3o8S5NSwwkzif
#Samory #Godot #Godot4 #GameDev #LocalMultiplayer #Multiplayer
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There are still some small issues with my current implementation. There is a possibility matching cards are not triggered, locking the whole game. If this happens you can reveal all cards but nothing is getting triggered anymore.
But still a huge achievement that it is starting to work out as planned.
https://video.gamerstavern.online/w/2yCT6Rpdz3o8S5NSwwkzif
#Samory #Godot #Godot4 #GameDev #LocalMultiplayer #Multiplayer
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Worked on the Samory multiplayer for multiple days now.
There is a working connection manager with broadcast discovery, a lobby to select decks with an chat and you can already play the game against each other.
I need to test the following days if I broke something as this feature is changing a lot of stuff, but I might be able to merge the code this week.
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Worked on the Samory multiplayer for multiple days now.
There is a working connection manager with broadcast discovery, a lobby to select decks with an chat and you can already play the game against each other.
I need to test the following days if I broke something as this feature is changing a lot of stuff, but I might be able to merge the code this week.
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Worked on the Samory multiplayer for multiple days now.
There is a working connection manager with broadcast discovery, a lobby to select decks with an chat and you can already play the game against each other.
I need to test the following days if I broke something as this feature is changing a lot of stuff, but I might be able to merge the code this week.
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Worked on the Samory multiplayer for multiple days now.
There is a working connection manager with broadcast discovery, a lobby to select decks with an chat and you can already play the game against each other.
I need to test the following days if I broke something as this feature is changing a lot of stuff, but I might be able to merge the code this week.
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I currently work on a concept for local multiplayer for Samory. In theory if I restructure the game to a server client structure I should be able to sync the deck and cards once and transfer the click coordinates to the server running the game logic.
The server would dictate the game state and current player and RPC cast that to the clients which configure them self accordingly. Only built in decks would work but that's fine.
I will play around with that idea.
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Yesterday I did visit my mum and as she does own a tablet I used that to test Samory on it.
It did work great, it still feels surreal to play the game you created on other devices than the one it was created on.
My mum. Also played a round against the ai and had some fun. Now I ask myself if the genre would run on a steam desk. As the deck uses a Arch distro and the game is part of the AUR it should work, right?
1\2
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Some work in the morning, improving the new drop shadow I created yesterday. Also added some more effects to the card to make everything feel more alive.
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I was cooking on Samory. Did some refactoring once again, added a new deck, fixed some bugs and improved the UI further more.
New version is getting created by GitHub right now.
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Okay need your opinion, which style is better?
There are two style from the new menu and two from the old one.
Let's call them "light" and "dark wood". Right now the game is using the dark wood one, but I want to switch it over to the lighter one but totally unsure if it is good an readable.
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Okay need your opinion, which style is better?
There are two style from the new menu and two from the old one.
Let's call them "light" and "dark wood". Right now the game is using the dark wood one, but I want to switch it over to the lighter one but totally unsure if it is good an readable.
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Okay need your opinion, which style is better?
There are two style from the new menu and two from the old one.
Let's call them "light" and "dark wood". Right now the game is using the dark wood one, but I want to switch it over to the lighter one but totally unsure if it is good an readable.
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Okay need your opinion, which style is better?
There are two style from the new menu and two from the old one.
Let's call them "light" and "dark wood". Right now the game is using the dark wood one, but I want to switch it over to the lighter one but totally unsure if it is good an readable.
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Okay need your opinion, which style is better?
There are two style from the new menu and two from the old one.
Let's call them "light" and "dark wood". Right now the game is using the dark wood one, but I want to switch it over to the lighter one but totally unsure if it is good an readable.
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I greatly did improve the performance on mobile for Samory. I simply did change the resolution to a third of the desktop version. Therefore I do manipulate the ui zoom and camera zoom factor.
I also added a ui scale slider to make the ui useable on mobile. Additionally I cleaned the setting menu with foldable containers.
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I greatly did improve the performance on mobile for Samory. I simply did change the resolution to a third of the desktop version. Therefore I do manipulate the ui zoom and camera zoom factor.
I also added a ui scale slider to make the ui useable on mobile. Additionally I cleaned the setting menu with foldable containers.
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I greatly did improve the performance on mobile for Samory. I simply did change the resolution to a third of the desktop version. Therefore I do manipulate the ui zoom and camera zoom factor.
I also added a ui scale slider to make the ui useable on mobile. Additionally I cleaned the setting menu with foldable containers.
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I greatly did improve the performance on mobile for Samory. I simply did change the resolution to a third of the desktop version. Therefore I do manipulate the ui zoom and camera zoom factor.
I also added a ui scale slider to make the ui useable on mobile. Additionally I cleaned the setting menu with foldable containers.
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I just added a new effect if you found a pair of cards. I think this one is a nice addition to the game.
Seems like small additions can make a large impact on how a game feels. But still it does not feel like a 1.0 version.
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Another day another update.
Samory is now using pot files for translation instead of the csv file used before. This was a larger change but in the end it should be easier to maintain the translations.
Also a lot of code cleanup was done making the repository more readable than ever. It's properly still not that good but hey it improved.
Some small animations where added here and there and some minior issues fixed.
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Just added some new scene transitions to my game Samory.
This took a while but feels much better than the old fade in/out effect. Keep in mind that this effect is only visible on desktop. Mobile will still use he old effect to get higher fps.
Currently updating the Arch package, itch is already up to date.
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For more context, if I debug into the game I do get the following issue right after I start a real game:
E 0:00:19:879 fence_wait: Condition "err != VK_SUCCESS" is true. Returning: FAILED
<C++ Source> drivers/vulkan/rendering_device_driver_vulkan.cpp:2416 @ fence_wait()Not sure what exactly is happening here it seems to be an issue with vulkan. If someone does have an idea I would like to get there opinion
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Hey there I do have an request for any Arch user who want to install a game and test if it does run.
If you want to help please go to https://aur.archlinux.org/packages/samory-bin
install that package, or get the newest Linux binary from GitHub.
The game is crashing on my machine as soon as I start a new game, this only happens with the binary version not the web one. It might be an issue with forward rendering and the old hardware used by me.
Is anyone else getting a crash?
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My game Samory is now installable from within the AUR as a bin package. The package ships the binary and a .desktop file.
Also I did solve an issue related to SVG images not correctly shown on Android Chrome and added a application icon. This does mark version 0.10.0 of the game.
If you want, check it out.
Also you can get it from Itch.io or GitHub as it is open source.