Alea jacta est.
Alea jacta est.
oh no
Event tracks in animations! Soon? Maybe?
Proposal here github.com/godotengine/...
Working branch here github.com/mrcdk/godot/...
I'll open a PR once I finish a couple things!
#Godot
Not yet, but it's coming! The code is done, it just needs to get wrapped in a PR. But I want to refactor the backend code beforehand.
TLDR; The PSF has made the decision to put our community and our shared diversity, equity, and inclusion values ahead of seeking $1.5M in new revenue. Please read and share. pyfound.blogspot.com/2025/10/NSF-...
π§΅
Screenshot of the intro text of the Godot 4.5 release page
The text from the BlueSky post is more or less the intro of the release page reworded.
But thanks for your kind words!
Note that I had 3 regular text supervisors. We made sure that the texts were as professional as possible.
You can read the comments (428 π₯΅) for more details about the changes!
I confirm: native French-speaking person, and I didn't use any AI for the texts.
And I'm a sucker (way before AI) for proper typography, including the use "em dashes" (β). Something that is usually a red flag for AI use. π₯
For the curious, you can take a look at all the 428 comments of the PR.
It's a French word!
It's a nickname used to mock someone.
Or, when used with "petit" (becoming Β«petit sobriquetΒ»), it means a cute nickname used intimately like between lovers, or by parents to children: i.e. things like "cutie pie" or "sugar", but in French (like Β«petit pouletΒ» or Β«ma puceΒ»).
I hope it can help speedrunners to keep being as precise without having to use a brittle stick.
I did not test it yet on a real N64, but I'm pretty sure that if you could rely instead on accurately extended GCN-style sticks, it has potential to fix the existing reliability issues.
#N64 #speedrun
I launched my website stick-it-up.adamscott.studio last Monday!
I go in depth on my theory on it, and I offer a tool where people can know by how much they need to extend their stick in order to emulate another one. (i use Blu Tack for now)
The GameCube controller is close (and has a larger TTR than most), but it's far from being equivalent.
That could explain why installing a GameCube-style controller on an OG N64 controller just doesn't make it for speedrunners. It just doesn't have enough range to be as precise as the N64 stick.
It's a term I coined. It's the physical distance a thumb makes when pushing the stick as far as possible.
The quality of the sensor is not the only factor to consider.
The N64 is unique in the sense that it's the controller with the biggest one. And games were made with this in mind.
@abney317.com I just read about your analog stick problems, and I may have stumbled recently on something relevant for you.
I isolated what makes a N64 controller so distinct from other controllers and why it sucks playing N64 games on them: it's all about the "thumb-travel range".
See how I'm able to tiptoe with Mario here (Super MarioΒ 64). It's all with native JoyConΒ 2 on my SwitchΒ 2. I needed to extend exactly my stick (I used Blu Tack!!!) by 28.09βmm.
Human thumbs just cannot be that precise without a thumbstick extension.
With "thumb-travel range" (a term I coined) and the stick pivot radius, it is possible to calculate by how much exactly it's needed to extend an analog stick in order to emulate the range of another one.
Analog stick emulation. π€―
I detailed everything on my website.
stick-it-up.adamscott.studio
@modernvintagegamer.com I'm certain that you'd be interested in what I discovered.
It appears that the physical size of an analog stick matters more than we thought. That would explain why playing emulated N64 games (with i.e. JoyCons) feel so weird.
It's caused by the "thumb-travel range".
Google: we lock down Android to prevent bad actors from spreading harm.
also Google: *omit to document their definitions of "bad actor" and "harm"*
#android #google #lockdown #closedplatform
That sucks. π
Are you able to tiptoe like this with a SwitchΒ 2 JoyCon?
Well, you can't without a 28.09βmm physical extension to your stick.
For more info about "thumb-travel range" and its impact on retro-gaming and on our general joystick knowledge, see stick-it-up.adamscott.studio
Today, I found out the perfect analogy for "thumb-travel range": it is the mouse DPI for the human thumb.
Software cannot fix this. It's like the difference between using a mouse at 400βdpi and at 3600βdpi.
So I added a little more context to the "What is thumb-travel range" section of my page.
A Nintendo SwitchΒ 2 with 28.09βmm of putty (in height) bounded on the left JoyCon joystick.
@mattmcmuscles.bsky.social @stopskeletons.bsky.social I'm pretty sure this kind of weird news is up your valley.
It's silly, but it works so well and in ways⦠it shouldn't.
Next time, I'll know not to upload SVGs.
Here's the same image, but with a better background.
Here's the image, fixed. Sorry for the inconvenience.
(now, here's the relevant tags)
#retrogaming #emulation #controller
#n64 #gcn #xbox #ps4 #ps5 #psp #dualshock
#speedrunning #thumbstick #analogstick
#goldeneye #supermario64
I fell deep into a rabbit hole. I came out from it 5Β days later with a breakthrough in analog stick knowledge.
I'll finally be able to get back to work.
(What a wild ride. Phew!)
Please share my article to everyone. I think it would benefit everyone to know, from N64 speedrunners to game enthusiasts!
Thank you for coming to my TED Talk.
Check how much reach the N64 has compared to other platforms! π€―
And I go in detail, in my article, on the fact that N64 developers were pretty much aware of it. Games were designed around the fact that you had so much range.
With today's controllers, we lost something. It really shows.
Here's footage with my JoyConΒ 2 extended (with adhesive putty) set to the size given by my tool to emulate N64. While aiming is still not easy with the JoyCon, everything else speaks for itself. Bond smoothly transitions between the concrete blocks and the N64 controller spins around gracefully.
Here's how GoldenEyeΒ 007 (N64) plays with a SwitchΒ 2 JoyCon. Notice the jank when moving the analog stick: it's almost like if it was all or nothing, everytime. It's jarring to see Bond walk between the concrete blocks. See also how stiff the N64 controller moves in the pause menu.