I now have linux x86 executables for every game in these links except for Untitled_Knight_Game, I do not know where specific compilation settings are for video in export settings.
So like a grant organization? They exist: indie-fund.com
I don’t see how community servers help your case, though. Those don’t help things like security vulnerabilities.
I also don’t know what you mean about delisting being stolen money. Delisting just means it stops being sold. You can still download and play the game.
Well, the multiplayer games could have single player modes also. I believe one of the problems previously was because the single player games required Internet connection and sign in and whatnot.
Are you talking about MMO games, or anything with persistent worlds? Because anything that is match based doesn’t really need those kinds of dedicated servers to be revived.
The thing is that big companies killed P2P, DirectTCP from their games because that allowed pirates to play online, even if limited.
It’s rare to come across games that feel as much like a work of art as Clair Obscur does, especially in the AA+ budget space. It deserves the hype and the success they’ve had, and I really hope it ends up getting Game of the Year.
I hope it does, it deserves it! The fact that most of my complaints are insignificant annoyances really says something to the quality of the game, everything works together so well!
It’s a weird one because it clearly has its flaws, and looking at it “objectively” it shouldn’t be a 10/10 game. But none of the flaws really affect the impact of the experience as an artwork, so it still feels like a 10/10. Does that make sense?
Yes! I would still like a failed animation when I miss a parry and ground clutter sometimes has annoying collision, but neither of those stop me from enjoying the experience that is there. Everything is at such a high standard that it’s hard for any single issue to overshadow it
I wanted to like this thing so bad. I tried it so many times I just cannot get used to the trackpad for anything beyond top down environment or platformers. Once I need a second joystick as an input it was game over.
I had a setup for fromsoft games that activated the gyro when I touched the track pad. So I could swipe the pad for fast camera turns and use the gyro for fine aim. My steam controllers battery terminals were both damaged by cell bursts though. I miss the camera agility now.
How did you use the touchpad. My approach has been to adjust the sensitivity of the touchpad until an edge to edge swipe does a 180, and for gyro having a 90 degree rotation of the controller do 675 degree rotation in game for first person and 450 degrees for third person. Made it a consistent aim experience no matter what game I played as long as the mouse input in the game was good and didn’t do things like emulate a joystick causing negative acceleration.
And I just saved the template so I didn’t need to set it up all the time.
Liked it for Doom Eternal, since I could activate gyro, swipe the camera to quickly turn, and click to swap between weapons every shot to bypass reloading all on the right touchpad.
And pvp games like The Finals clicking the right pad to switch through gadgets and using the touchpad to quickly turn and activate gyro, and not feeling like my inputs were too slow versus mouse users. And not having to bother with aim assist.
And pvp games like The Finals clicking the right pad to switch through gadgets and using the trackpad to quickly turn and activate gyro, and not feeling like my inputs were too slow versus mouse users. And not having to bother with aim assist.
Mind sharing the setup, please? I’ve played The Finals on my Steam Deck and gave the trackpads+gyro a fair try, but couldn’t land a scheme that made me really comfortable and let me perform well at the same time - lots of unintentional clicks as well as not pressing shoulder buttons to activate the modifier.
Having a trackpad act like a touch-sensitive dpad with gyro felt very close to perfect, though. Just couldn’t tweak the entire scheme well enough.
I uploaded the config for the Steam Controller with the name “Dualpad with Gyro Updated…”
Problem is that if you try to use the config on the Steam Deck I don’t think it’ll work the same way, since on the Steam Deck trackpad click is set up through soft press as opposed to the physical click that the Steam Controller uses.
I did play around with trying to set up something similar in the past on the Deck touchpads and did it through action layers instead of mode shift. Set it up so that clicking the touchpad switched to the action layer where the touchpad was set up as a dpad that I had stuff mapped too, and release press removed the same action layer to return back to the default action set.
But, when I did this workaround modeshifts weren’t available in the current UI yet, so maybe a normal dpad modeshift setup would work on the Deck pads now. This was how I set it up in the old Steam Input UI youtu.be/4vN1Jj7EPZk. If not then action layer approach is the other method.
Update: so I decided to try it on the Steam Deck and I was able to set up a dpad modeshift on a pad click and even get the chord function to work so the inputs change if I hold one of the left back buttons. Only issue is I couldn’t find a way to adjust the pressure required to register a click for the touchpad when it came to the modeshift pad click.
Yeah, I find myself gravitating towards this kind of setup every time I want gyro and (at least) five more buttons on one of the trackpads. Kinda glad to see I’m on something that seems to have some proven record.
Can’t wrap my mind around the difference between modeshifting and action layers, though. The former seems much easier to use, but somehow doesn’t work that consistently for me, so yeah, I end up doing what you’re showing.
Were you yourself ever able to adjust to this kind of scheme on Steam Deck? It seems to be working well for me for some time, but there’s moments when I somehow get lost in the inputs despite knowing them to a degree that I don’t have to think about them at all.
Some games doing a poor job at mixed input doesn’t help either: things like prompts rapidly switching between that of MKB and controller, or the game not allowing you to switch on the fly, etc.
Can’t wrap my mind around the difference between modeshifting and action layers, though. The former seems much easier to use, but somehow doesn’t work that consistently for me, so yeah, I end up doing what you’re showing.
Action Layer
So action layers is like a copy of your default controller config that you can switch to and have the changes you want made to it. Example of how I use this in the Finals is when I play light I have it set up so left touchpad click is dash/grapple compared to the default config I use for medium and heavy where left touchpad click is crouch as opposed a specialization. I switch between my light and medium/heavy controller set by holding down the select button. Action Layer is similar and I’ll use it for temporarily switching between configs. Example is if I hold down the left bumper going to an action layer where my right trackpad is outputting a right joystick to make selecting from the conversation wheel easier and when let go reverts back to the default where right trackpad is a mouse.
Modeshift
Modeshifts are similar but more reliable when it comes to in game actions. So use cases of modeshifts might be having the trackpad when clicked modeshift into a dpad, and it’ll revert back to a regular trackpad afterwards. Or when the left trigger is fully pulled it modeshifts into a different gyro sensitivity that is lower than what the gyro is normally, which comes in useful if a game doesn’t offer aim sensitivity adjustments for ADS.
Chords
Chords are similar to modeshifts and I use them to add on additional functions on top of the modeshift. Like if I have the trackpad modeshift into a dpad on a click with the inputs 1,2,3,4 mapped to it. Then I might set up a chord, so that when the left grip is held and the trackpad is clicked the inputs are 5,6,7,8. Or in some games like the Finals sprinting can take you out of ADS and I bind the sprint button on the outer edge. So I’ll set a chord so that when I am holding down the left trigger to aim the outer edge become an empty bind so I don’t take myself out of aiming by accident. If you find yourself accidentally triggering things on the dpad modeshift you can set up a chord that returns an empty bind to help. Like in the Finals I found myself sometimes accidentally reloading (left click) or meleeing (center click) on the touchpad when I was firing a gun and interrupting it during tense moments, so I set up a chord so that when I am holding down the right trigger the left click which normally outputs reload and center click which is melee turns into an empty bind that outputs nothing.
Were you yourself ever able to adjust to this kind of scheme on Steam Deck?
As for the Steam Deck and fps. I find myself playing more hack and slash and platformers on the Deck, since I haven’t found the touchpads ergonomic for my hands. I’ve found the touchpad experience feels like a downgrade compared to the Steam Controller touchpads, since the location is better on the Steam Controller. I also found the concave circular shape of the steam controller touchpads to be more consistent when it comes to swiping the camera to turn 180 as shown in this demo. With Deck I found I was only able to replicate it adjusting the rotation until it went from corner to corner, but did not find it comfortable. So I stick to joysticks on the Steam Deck.
Some games doing a poor job at mixed input doesn’t help either: things like prompts rapidly switching between that of MKB and controller, or the game not allowing you to switch on the fly, etc.
Yeah that has been an annoyance for a long time. And even worse when there is no mixed input support. When that happens if the game allows sprint and walk to be set to a hold as opposed to a toggle I will use soft presses to set up a pseudo analog experience.
Wow, thanks for such a detailed response! Really helps me see it now. I think I just often used Action Layers instead of Modeshift in many cases, blurring the line between the two in my mind.
Chords sound amazing. When I use the trackpads in The Finals, I often press them in doing certain things (especially on the modifier button layout) and mess things up. Somehow it never occurred to me that I could just disable some actions during specific scenarios. The sheer ability to do that is a long known fact for me, though, so I’m ultra confused as to why I didn’t include that in my config.
Yeah, chords are very powerful for fixing a lot of issues. Especially for mixed input since some weird things can occur. My favorite fix is for Red Dead Redemption 2 where left stick click when mouse input is detected caused the game to enter Dead Eye. So I solved it by setting up a chord so that when I am touching the right touchpad ‘L3’ becomes ‘Ctrl’, which let me enter crouch without dead eye being activated.
I’m probably going to have to create multiple configs to play around with. So much to experiment with so much variety.
Thanks for sharing all this! Super happy to see that my months of tinkering didn’t exhaust the possibilities that Steam Input provides.
Crazy to think how much Valve has done for gaming and tech being just one company with arguably not that many people working there; especially given the rumors of extreme freedom in terms of what the employees can focus on.
While Skyrim probably has the same issues you ran into with Fallout/other TES games, it’s quite viable to roleplay the game without doing the main quest without the game feeling empty.
I did one “playthrough” as an Orc blacksmith, with the goal being maxing out the smithing skill and crafting a dragonbone armour to present to a chieftan of one of the orc strongholds in order to join. I started out hunting deer and making leather stuff to gen enough money for food and board, working my way up, eventually venturing into dwemer ruins to gather metal. I did a handful of quests if they felt doable for a non-heroic regular dude and ran if I got into too much danger.
Strict pacifism wasn’t my goal, I was just playing as a non-heroic normal person, but I’m sure you could do something similar. You just need to abandon the main quest and set your own goal.
I once modded Skyrim to make hunger, thirst, sleep, wounds, infections, and weather as realistic as possible. Then, from nothing, set out to go dungeon diving. My guy had heard there were untold riches, and being dirt poor, it was going to be his ticket out of squalor. The amount of preperation that was needed took days. I had to build a small camp outside the entrance, catch kill and prepare foods that wouldn’t spoil. Make water skins to store enough water. I may be down there for weeks! Finally ready to go in, I have no idea what to expect, only rumors. It’s very dark (mod), but I made torches. Surprise Frost Troll. Dead. Bethesda update corrupted my modded save, but that’s ok, just another death of no one special in the frozen lands.
I did something similar, but also had mods to change player model and starting scenario, and unscale combat from your level. I started as a young girl who just lucked out of magical enthrallment by a necromancer and aged her a year every time she went up a level. I started in the middle of nowhere with a stolen kitchen knife, some slaves’ rags, the now-dull ring that had once held her in thrall, and no one to help.
It really turned the game grim: little girl stumbles into town, nigh dead from no food and crab attacks in the wilderness, looking for help, and the locals offer to put her to work. But, by the time I’m at level 20, she’s in her 30s, has plenty of food, rich furs, fire magic, and a heartful of revenge plans to keep her warm, and has acquired a circlet that made her fire even hotter. The eventual plan was to complete her schooling and then go on a necromancer roasting hunt, but the game broke. Fun little run. Could almost make a book of it.
Pixel art roguelike with like 30 different starting classes and different game modes. Working my way through the 221 achievements to 100%. It’s highly addictive, has a sense of humour, and it’s made by an indie dev that I admire.
Ghost of Tsushima. After completing both Horizon games because people on the internet + a friend said it was good… THEY ARE NOT ON THE SAME LEVEL AT ALL (imo). To me, Ghost is FAR better than horizon games, runs better, the story is muuuuch better, the characters are great, the gameplay is addictively fun, music is amazing, setting is beautiful (though not historically accurate), etc. If you are looking at ghost vs horizon on what to play, pick ghost a thousand times. Horizon is not a bad game, just not on the same league as people on the internet make it sound. Honestly the story and characters are bland and lacking. Idk why but it feels like people these days have a low bar when it comes to fantasy, likely because there is an insane hunger for it. Ghost is not a masterpiece at all, it is just better than Horizon. Looking forward to Ghost of Yotei.
I got back into Shapez 2 recently and getting the factory flowing has been really fun. I like that you don’t have to try and figure out how to cram everything into a tiny space, you can take as much room as you like to make well-designed factories.
(I have absolutely no idea how to even start to build a Make Anything Machine though)
I read that they will do a new game mode where you dont have to remove everything you built in the beginning. Looking forward to that before I play it again. Only played back when the first release was but looking forward to the new mode as that was something that bothered me.
Styx games have rpg elements and have shadow achievements which you do not kill anyone. Dishonored i believe have the same but i don’t think those can be loosely called rpg
There’s a skill tree, equipment (not clothing/weapons like most RPGs, but still equipment), and crafting. That’s enough to make it an RPG mechanically.
There’s also the perspective definition. You are embodying a person separate from yourself and you are expected to make choices as them. Textbook RPG.
I will never forgive Dishonored for glitching the peaceful achievement on the Xbox 360. I went out of my way to not kill anyone and it was still locked when the credits rolled. I remember there was some funkyness with knocked out enemies dying from external factors.
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