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htmlcoderexe's user avatar
htmlcoderexe's user avatar
htmlcoderexe
  • Member for 11 years, 9 months
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Converting vertices to block coordinates
Not really sure what the exact issue is. Is it that everything is offset by half a block?
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Positioning ropes equidistantly on a landscape display
What exactly do you mean by "equidistantly" here?
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revised
Godot 3.1: procedurally generating TileMap with AutoTiles
added link to another explanation of blob tiles
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The jumping height changes randomly, and it is not due to the fact that I press the space bar longer. It is just random
Oh, I did not see the distinction. In fact had to reread your text a few times, I think I get it now. Is this Unity-specific?
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How can I sample from a normal distribution in HLSL?
What do Cp, Cm and the sigma_Cp, Cm things stand for?
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How can I represent location in a massive world?
+1 for this. Keep the "actual" x,y,z capped at something low-ish like 32 or 256 so that local floating point math stuff can take your numbers "as is" with at most double the stride amount in the integer part, which keeps precision usable, and then the second set of X,Y,Z - 64 bit ints that specify grid position. Most "hard" math happens on the floats which both the GPU as well as the CPU's ALU are already optimised for.
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Does an inventory limit in an MMORPG make sense?
An MMORPG I used to frequent had an issue of there being too many situation specific items - despite having 2 different (up-to) 80 slot "banks" plus an up-to 64 slot inventory, it would fill up with things like all kinds of time-gated tokens (to prevent people from spamming a dungeon it would require one of these to run, and you'd only get one once a day), all kinds of dungeon-specific currencies, rare, but hard to sell crafting ingredients, and a bunch of other "only useful if you have 100+ of it" hoarding type things. A lot come in tradeable and nontradeable form - that's 2 separate stacks.
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Move player in a circular manner
I am not 100% sure I understand this. When no input is provided, does the paddle just follow the ball? Or it stays put, but rotates to face the ball?
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User magic creation system that isn't programming
This will definitely require a lot of tweaking and playtesting. It may also be a game mechanic without mass appeal. There hasn't been any obvious feedback from OP yet, perhaps I missed the mark entirely, or was right on point, or right in between.
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User magic creation system that isn't programming
I also suggest to have some vague direction to it so that it is possible to "hint" towards specific effects. Perhaps a few pre-existing spells to ease the player into the system could be a good idea.
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User magic creation system that isn't programming
@Mars second to last paragraph, OP wants something that isn't easy to figure out. Unpredictability means there's no telling what the result will be of any particular combination, but the outcome is always the same so once the player learns a good combination they can reuse it.
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User magic creation system that isn't programming
huh, never heard of this game before, that system is surprisingly complex. I do think that the "back end" of it is what OP wants, but the interface seems to be more programming - like which is what they want to avoid.
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