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content/news/022/index.md

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@@ -197,7 +197,7 @@ Project YAWC ([Twitter](https://twitter.com/ProjectYawc)) is a turn-based
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strategy game built in GGEZ, being developed by junkmail.
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May saw the release of Alpha 5.4, including interface improvements,
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balance changes, new units, new maps and netcode improvements.
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balance changes, new units, new maps, and netcode improvements.
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An [alpha access request form](https://forms.gle/w22ohPGNk58fo9bv6) is available,
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if you want to try it out.
@@ -218,7 +218,7 @@ interface:
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an area with different music.
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- In-game UI is now functional including a new start menu and a simple settings
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menu to toggle the CRT filter and pixel aspect ratio.
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- The web-player now has a simple loading icon instead of a solid black screen.
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- The web player now has a simple loading icon instead of a solid black screen.
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The web version was re-built and published under a new link so you can [try it
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in your browser][bounty_bros_webgame].
@@ -239,7 +239,7 @@ that [Emerald] needed to be tested to ensure it can withstand cross
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publishing.
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This means creating a smaller game in the
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engine in order to figure out the publishing process for
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Steam, Itch, Nintendo Switch, etc. and guarantee it's viable.
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Steam, Itch, Nintendo Switch, and guarantee its viability.
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This resulted in the birth of [Harvest Hero Origins], a small wave
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defense arcade game with local co-op! Join the [Gemdrop Games Discord]
@@ -261,7 +261,7 @@ Features:
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![Animation showing Bibi, the main protagonist of Outer Wonders,
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starting from the top entrance of a puzzle, rolling from obstacle
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to obstacle, leaning on on bushes, flowers and trees to reach
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to obstacle, leaning on bushes, flowers, and trees to reach
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the bottom exit of the puzzle](outer-wonders.gif)
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[Outer Wonders] is a colorful, pixel art, puzzle-based adventure game
@@ -329,12 +329,12 @@ _The Blast Repeller item pushes blasts away from the player_
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[Theta Wave] is an open-source space shooter game by developers [@micah_tigley] and
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[@carlosupina]. It is one of the showcase games for the [Amethyst Engine]. In
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the past month, the ["Loot"] update was released which enhanced how loot drops
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are rolled, spawned, and how their effects are applied to the game. The Loot update
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also added an attraction system which allows for entities to repel or attract
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are rolled, spawned, and how their effects are applied to the game. The Loot Update
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also added an attraction system that allows for entities to repel or attract
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other entities.
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Now an ["Organization"] update is in progress for Theta Wave. This update will
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divide Theta Wave into two workspaces, a library and a binary. This update will also
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divide Theta Wave into two workspaces; a library and a binary. This update will also
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add documentation comments for all of the library's features.
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[Theta Wave]: https://github.com/amethyst/theta-wave
@@ -356,7 +356,7 @@ month, versions 0.6.4 and 0.6.5 were released, featuring:
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- Methods for reading textures back to the CPU (e.g. for screenshots)
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- Support for passing slices/arrays as shader uniforms
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- More utility methods for working with high-DPI displays
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- Various bugfixes and docs improvements
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- Various bug fixes and docs improvements
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For more details, see the [changelog][tetra-changelog].
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@@ -402,7 +402,7 @@ rusty-editor updates:
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- Context menu for world outliner items
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- Terrain editor
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- Grid snapping for Move interaction mode
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- Fixes for Move interaction mode in case of compex hierarchies
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- Fixes for Move interaction mode in case of complex hierarchies
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- Continuous integration
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- Settings window refactoring + improvements
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- Box selection mode bug fixes
@@ -425,7 +425,7 @@ reverse-engineer the emulator and ultimately write a Tool Assisted Speedrun to
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run arbitrary code inside a provided ROM.
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After the competition, the code was open-sourced and cleaned up to remove
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references to the competition. The developers intend on fixing more bugsand
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references to the competition. The developers intend on fixing more bugs and
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adding more features in the near future.
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Some interesting features of this emulator are its server-based nature, and the
@@ -460,7 +460,7 @@ Checkout more at [here][learn-wgpu-news].
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how he made a voxel engine written in Rust using wgpu.
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Currently voxel rendering, chunk management, flying camera,
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and simple lightning are implemented.
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and simple lightning is implemented.
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The source code is released on [github][voxel_engine_github].
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_Discussions:
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raster graphics editor built on a nondestructive node-based workflow.
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In the past month, new frontend features have mostly closed the gap for a
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visually-complete UI while a major Rust backend refactor took place.
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visually complete UI while a major Rust backend refactor took place.
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A new frontend system for floating menus was added to draw menus over the UI,
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like dropdown menu input widgets and popovers to display the new color picker.
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Also the application menu bar was built with working buttons for the new Undo
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Also, the application menu bar was built with working buttons for the new Undo
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and Export SVG actions.
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A large refactor in the Rust backend created a simpler communication strategy
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between all components in the software stack and a standard method of handling
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user inputs.
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[Try it right now in your browser.][graphite-live-demo] Graphite is making
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rapid progress towards becoming a nondestructive, procedural graphics editor
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suitable of replacing traditional 2D DCC applications. Please
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rapid progress towards becoming a non-destructive, procedural graphics editor
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suitable for replacing traditional 2D DCC applications. Please
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[join the Discord][graphite-discord] - and consider asking for a tour of the
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code and how you can help!
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@@ -638,9 +638,9 @@ This project was released under the [Katharos License][katharos_license]. This
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license has moral and ethical implications that you may or may not agree with,
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so please read it before making use of this project.
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In the last two months Bevy Retro has gained a few new features, the biggest of
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which being an integration with the [RAUI] UI library ( also featured in this
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newsletter ), allowing you to design fully-fledged user interface for Bevy Retro
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In the last two months, Bevy Retro has gained a few new features, the biggest of
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which is an integration with the [RAUI] UI library ( also featured in this
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newsletter ), allowing you to design a fully-fledged user interface for Bevy Retro
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games. Additional features added were:
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- A simple sound playing API
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[Texture Generator] by [Orchaldir] is a library to generate textures,
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and a library to use those textures to render tilemaps.
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Both libraries can generate color & depth images and
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support post processing effects like lighting & ambient occlusion.
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For randomness the instance id (e.g. the 145th brick) and/or the tile id are hashed.
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support post-processing effects like lighting & ambient occlusion.
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For randomness, the instance id (e.g. the 145th brick) and/or the tile id are hashed.
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The [current release] focuses on furniture.
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@@ -691,7 +691,7 @@ inserted into Bevy's ECS as resources. Afterwards, the `AssetLoader` will
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switch into a second configurable app state. At this point, your app can use
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the asset collections that now contain loaded asset handles.
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Currently, a single file always corresponds to one asset and more complex
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Currently, a single file always corresponds to one asset, and more complex
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assets like e.g. `TextureAtlas` are not yet supported. There are plans to
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extend the `asset` attribute to allow loading more complex assets. Stay tuned!
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@@ -711,7 +711,7 @@ more advanced importer functionality required for offline rendering,
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simulation, and modeling applications, through recent work by [@virtualritz].
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These features provide support for merging vertices to avoid discontinuities
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in simulation packages and reordering vertices to allow omitting the
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index buffer. This features have been added while preserving the original
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index buffer. These features have been added while preserving the original
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lightweight API design goal of `tobj`, making it a useful crate for a range of
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applications loading with OBJ files.
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