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Uhoh!! Blog
11th October 2022
After working on SpikeDislike VR for a little bit, I found myself reaching for the Switch...

Two hours later, after a lot of aimless rambling, I finally set down the Switch edition of No Man's Sky and decided to head back to work on SpikeDislike.

-=-=-

What's that, Twitter?
.. There's been an update for No Man's Sky on Switch?
But I was just playing it!!

And I checked.
And it had.
I hit the download button with glee, and waited patiently.

....
I'm quite happy of all the new tweaks and enhancements to the game. They've greatly improved the inventory system, added a bunch of nice new graphical effects, and even that one planet that I found with epic slowdown had managed to bounce back to a full FPS experience. You can also finally turn off all the tutorial gubbins.
Hurrah!

Honestly, that game just got a whole lot better, overnight.

.. Another two hours later, I had to stop and get something to eat.

After that, I'd get back to SpikeDislike VR.
Definitely.

Or.... another two hour session of No Man's Sky. Bugger!!

That's all out of my system, now. I'm going to focus on getting some actual coding done, today.
First off, I'll dig through the Browsercade fixlist, and then maybe see about getting SpikeDislike VR a bit more finalised.
Yesterday's bit of work was spent rewriting the bounce from being automated by the AFrame engine, to being dealt with by me.
I've also changed the floor from being one long rectangle, to being a whole lot of smaller rectangles. (The one long rectangle went super weird on the Oculus/Meta Quest 2!)

The thing still isn't playable, but can be seen here.
I've still yet to figure out how to detect the buttons on the Quest controller, or any other controller for that matter.
Plenty to do, there.
Keep at it, Jay!!


"A giant number two floats in space, with colourful stars and nebula in the background." by DallE
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