Melenchon supports the resistance
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearRO
    RougeEric
    4w ago 100%

    The gilets jaunes was not really an organized movement; more of a coincidental alignment of purposes starting with, of all things, the rise of gas prices.

    There are likely going to be some huge student protests, which usually take a little bit to organize; but at this point a lot of people are half convinced that Macron's abuse of power will make any social movement meaningless.

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  • CarTycoon (in development), a car manufacturer management game, releases a demo on Steam
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearRO
    RougeEric
    1mo ago 100%

    Not that it's necessary a bad thing, but that font makes the C look like a G, and the r look like a y. It took me a while to figure out why it had cars on a game about sexual orientation.

    4
  • unity
    Unity 2mo ago
    Jump
    First Unity Asset Store release: Input Layers, a layer-based input filtering system – would love feedback!
  • "Initials" by "Florian Körner", licensed under "CC0 1.0". / Remix of the original. - Created with dicebear.comInitialsFlorian Körnerhttps://github.com/dicebear/dicebearRO
    RougeEric
    2mo ago 100%

    Thanks for the comment!

    Yeah, I feel like for some reason Gaming treats UIs as some sort of unfortunate burden, and makes it a massive pain to implement. Unity's new USS system is a massive step forward, but it's still a bit complicated to get a handle on, and requires a LOT of work to make it fit in with other systems.

    I was hesitant to make this free (it was quite a bit of work after all); but I think I'll leave it as is, unless I somehow start adding enough features to the point where I cannot justify the time for free. Though regardless, I plan on leaving the core version out there for free.

    3
  • assetstore.unity.com

    Cross-posted from: https://lemm.ee/post/39614495 > Hi all, > > I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling. > > My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.) > > So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to [make it available to others](https://assetstore.unity.com/packages/tools/gui/inputlayers-alpha-259582)! > > It's free, so if anyone wants to give it a try, I'd love some feedback =)

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    assetstore.unity.com

    Cross-posted from: https://lemm.ee/post/39614495 > Hi all, > > I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling. > > My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.) > > So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to [make it available to others](https://assetstore.unity.com/packages/tools/gui/inputlayers-alpha-259582)! > > It's free, so if anyone wants to give it a try, I'd love some feedback =)

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    0
    assetstore.unity.com

    Hi all, I've been working on a side-project after needing something to handle UIs for a game I work on, and came up with InputLayers, which is basically a layer-based filtering system for Input handling. My main issue was having a clean and consistent way to handle taking input availability away from something (a character, UI, or anything else) when something should take over (a menu opening, a popup, etc.) So I ended up using this as an opportunity to learn the new Unity UI system, and set up a clean editor window. In the end, it was close enough to a packageable asset, that I felt it'd be cool to [make it available to others](https://assetstore.unity.com/packages/tools/gui/inputlayers-alpha-259582)! It's free, so if anyone wants to give it a try, I'd love some feedback =)

    4
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