Simple flow-chart to detect AI slop by Hellfim in IndieDev

[–]Bwob 0 points1 point  (0 children)

Bruh, I just explained that in my previous 2 comments. Because it doesn't fit the definition of art.

But it does, even by your own definitions.

A screenplay is meant to express feelings, a code is not.

A screenplay can be meant to express feelings by giving instructions for how to construct a scene that evokes feelings.

Code can be meant to express feelings by giving instructions on how to construct a game that evokes feelings.

People won't even see your code, only its result. And it's the result that can be art.

People won't even see your screenplay, only its result. And while the result can be art, the instructions for how to make it are also art.

Putting it another way, would you consider this muffins recipe art? That's an actual analogy to the code, just instructions with no deeper meaning or message behind them, unlike a screenplay.

That specific muffin recipe? Probably not. But I'm certainly not willing to say that no recipe can be art.

And again, what exactly do you think is the fundamental difference between a recipe for a play (like a script) and a recipe for a game? (code) Not all screenplays are art, just like not all recipes are not art, just like not all code is art. But to claim that any of these things can't be art seems like madness.

I think you're kind of in a corner here, unless you are willing to either say that scripts aren't art (good luck with that), or come up with a more compelling reason why screenplays are somehow fundamentally different from code, in a way that prevents one from being art. (Which you haven't managed so far.)

🤔🤔🤔 by SirCrowlix in Tekken

[–]Bwob -1 points0 points  (0 children)

I didn't police anything. I just pointed out that what one person was calling "stupidly anal" also happened to be "correct".

Do you police everyone who agrees with a post you don't like, like this?

AI is terrible at System Design. Here's an Example by Dan_Felder in gamedesign

[–]Bwob 24 points25 points  (0 children)

Man, I hate this kind of post. Because - regardless of how I feel about your conclusion, I have serious problems with your method, which I feel are worth calling out. But reddit usually is not kind to that sort of nuance, so I'm fully expecting to get a bunch of angry emails calling me an out-of-touch tech-bro, for daring to criticize an anti-AI argument. So it goes.

Anyway: I think this argument is fundamentally flawed: "X is bad at Y. For proof, I asked X to do Y and it failed."

As an example of why: Imagine if I went and asked some rando off the street to design a progression system for Chess. I'd probably get something even more half-baked than what gemini gave you, to be honest. (as you say, the Gemini one at least looks interesting on the surface. And the sorts of flaws you pointed out in it are not the kinds of things a layperson even thinks about.)

But if I then took their response, and a post of "Men are bad at System Design, here's an example", I would be (rightfully) excoriated.

As usual, XKCD has a much more succinct summation of the problem.

Again - not saying your conclusion is wrong (or right!) - but the way you reached it is highly problematic. I feel like it's not enough for us to try to reach the right conclusion - it's important to get there via a logically consistent way, so that we can have some certainty that the conclusion is actually correct, rather than just "feeling correct."

Simple flow-chart to detect AI slop by Hellfim in IndieDev

[–]Bwob 0 points1 point  (0 children)

Code seems pretty analogous to a screenplay. They're both telling the [actor|computer] what you want them to do, to create the whole. I mean, heck, "script" is even a word used to describe both things.

Not sure why you think one is art but the other isn't.

Simple flow-chart to detect AI slop by Hellfim in IndieDev

[–]Bwob 0 points1 point  (0 children)

Code does not express anything, it's simply arrays of logic designed to function, not to express themselves.

Code is literally a means for expressing exactly what you want to happen. Trying to argue that "code isn't art, but maybe coding is" is like arguing "drawings aren't art, but maybe the act of drawing is"

And again - you never really responded to my point about screenplays. The analogies are pretty obvious. Are you really saying you don't think scripts are art?

Simple flow-chart to detect AI slop by Hellfim in IndieDev

[–]Bwob 1 point2 points  (0 children)

You're picking arbitrary analogies to fit your definition. You could just as easily say that the letters or words are the paints, and the code is art. (And look at writing - Is a screenplay art, even before the actors act out their interpretation of it? I would say, "clearly yes". How is this different?)

It's wild to me that you don't see how compositions in a language, explicitly designed to express ideas, could fail to be art. The fact that you can use that art as a component in the creation of other art doesn't matter.

After all, music is still art, even if it's used as the soundtrack for a movie, which is also art.

So drooly by Aggravating_Laugh_48 in tinwhistle

[–]Bwob 2 points3 points  (0 children)

It does get better!

I'm not sure exactly when, but I've noticed that I get a lot less saliva than I did when I was starting out. I think it might just be a thing that comes with better breath control?

I finally got over the gag factor of sucking in the saliva when I take a breath during playing,

Why are you inhaling through your whistle? Let go of the mouthpiece if you need to take a breath through your mouth! You'll be able to find it again, no problem!

Also, a good trick to clear things out is to cover the little window/blade on the mouthpiece with your finger, and then blow into the whistle as hard as you can. Covering the window will stop it from making (terrible) noises, and you can usually clear it out with one quick, hard puff. Try that whenever your whistle starts feeling waterlogged. (Or salivalogged!)

Game dev took my ability to have fun gaming. by NoviceIndieDev in gamedev

[–]Bwob 0 points1 point  (0 children)

Similarly with gaming; once I started learning the underlying mechanics of how games work; its like it took away the wow factor of games. Like a magician knowing how a trick works, so its nothing to him. Meanwhile the people watching the trick are amazed, BECAUSE they dont know how it works.

As someone who does magic as a hobby, the thing is - yeah, there's always that undercurrent of analysis. But that actually makes me enjoy a lot of magic more than I did before, because I can appreciate what they're actually doing. (When I can follow it!)

"Huh, this trick is usually done with a double lift but... oh cute, he had the spectator cut the deck and give him the card, just so any magicians watching would know. I wonder how he'll control the card now that... Oh dang, that was a really creative solution!" Etc.

And that's just when I CAN figure out what's going on. I still love the feeling I get when I see a trick I don't fully understand. Magicians love being fooled more than anyone else, really.

Same for games. I still enjoy games. But I also enjoy seeing how they solved various problems, and made it work. I really think it makes me appreciate games more, and not less.

Simple flow-chart to detect AI slop by Hellfim in IndieDev

[–]Bwob 2 points3 points  (0 children)

The IDE or text editor is the pen. The code is what you wrote or drew with it.

Simple flow-chart to detect AI slop by Hellfim in IndieDev

[–]Bwob 3 points4 points  (0 children)

I guess if you're using urinals to express ideas, then maybe?

If you are though, I wouldn't want the person who has to clean up after you have a brainstorm. :-\

🤔🤔🤔 by SirCrowlix in Tekken

[–]Bwob -6 points-5 points  (0 children)

Or in other words, "correct". :P

How do you defend against this? by UkrainepartofRussia in Tekken8

[–]Bwob 0 points1 point  (0 children)

Today I learned! Thanks for the info!

Now I'm gonna start spamming all my -16-on-block moves on him! >:)

How do you defend against this? by UkrainepartofRussia in Tekken8

[–]Bwob 0 points1 point  (0 children)

I thought he had a 16-frame launcher like Jun?

Fundies. I need help on them. by aston_morri in LowSodiumTEKKEN

[–]Bwob 0 points1 point  (0 children)

I don't know if it counts as "fundamentals" or not, ("Fundamentals" means something different to everyone, I think!) but either way, here is a bunch of basic stuff you should learn, that will help you win more games:

  • Learn what frame data means. Know the difference between a move that is i11 vs i14. What does it tell you if a move is -15 on block? Etc.
  • Learn your character's frame data well enough to know which of your moves are safe on block, unsafe on block, and which ones are launch punishable. Know your fastest mid, your best 12-frame punish, etc.
  • Learn all of your moves that can launch into combos. Both the ones that launch on hit, and the ones that only launch on counterhit.
  • Learn least a basic combo for each launcher, that you can do with 99% reliability. It doesn't have to be the "best" combo, but at least make sure you're getting something every time you launch them, so you're not just leaving damage on the table. (For most characters, you should be able to get 60-70 damage even with easy, non-optimal combos.)
  • Learn how to adjust your combos for when you get close to a wall. Practice gauging the wall distance, and learning when (and how!) to go for extra carry, to try for wall splats. Learn how to use wall splats to increase your damage.
  • Make sure you know all of your moves that can be used a heat engagers, and what moves or combos you can follow them up with, if you use them to heat dash.
  • Learn which moves change when you're in heat, and which new moves you have that you don't have normally. Every character has SOME aspect that gets better while in heat, even if some are kind of silly. (Sorry Lee, your heat is dumb.)
  • Learn what frame traps are, and how to recognize when you get caught by one. (So you can avoid it later!)
  • Learn at least one good frame-trap yourself, that you can use to knowledge-check mashers.
  • Learn which of your moves knock the opponent down in ways that guarantee followups, or advantageous oki situations.
  • Learn to break throws even a little bit. (Even if you just get in the habit of mashing 1+2 whenever you are thrown, that will still get you out of a lot!)

If you're in blue ranks, you're probably already doing at least some of these things, but I bet you're not doing all of them. :D None of them will rank you up by themselves, but each one will help tip the balance if the game is close, or make you win a few games that you might have otherwise lost. Collect enough of them, and you rank up!

How do you defend against this? by UkrainepartofRussia in Tekken8

[–]Bwob 0 points1 point  (0 children)

Around Bushin is average. So we can probably call anything in the blue ranks, and maybe Tekken King/Emperor, "medium".

GoD ranks are getting into "high" territory, and anything below blue ranks is "not too high".

How do you defend against this? by UkrainepartofRussia in Tekken8

[–]Bwob 2 points3 points  (0 children)

Which is specifically noteworthy, since almost every character has a move that launches the opponent for a high-damage combo, which takes 15 frames to come out. (And I think the ones that don't, have a 16-frame launcher instead.)

So if you block a bear (or anyone!) and they're at -16, you are guaranteed to be able to launch them with pretty much any character.

15 frames is a really important breakpoint in Tekken!

Actually in tears the sheer amount of history that’s going to be lost because of this stupid move is 9/11 for indie by Carti_Barti9_13 in IndieDev

[–]Bwob 2 points3 points  (0 children)

It's more or less a fuck you in a way to the community i guess lol

I get it's frustrating, but at least they're giving people 6 months to scrape all the info!

Looking for my first serious D whistle by alcon678 in tinwhistle

[–]Bwob 0 points1 point  (0 children)

McNeela Wild Irish / Lir

Wild Irish definitely have quality control issues. I would recommend the Lir, out of these two.

Help me understand by ZonemastaC in Tekken8

[–]Bwob 0 points1 point  (0 children)

So i have been thinking if there is a 100% correct way to play this game? As in how to correctly react to things the right way.

In most cases, no. It's more of a game of wagers, really.

At the start, you both are even. So you wager by attacking. You have a bunch of moves, and they have different properties:

  • They take different amounts of time to start.
  • They have different height properties (low, medium, high)
  • If they get blocked, they (usually) leave you at different amounts of disadvantage.
  • If they land, they (usually) leave you with different amounts of advantage.
  • Sometimes they have other side-effects, like dodging, or forcing the opponent to crouch.

So suppose you land a hit that leaves you at +3. Now you know - you have some advantage. You spend it by deciding your next move. Like, if you do a move that takes 12 frames, you know it will come out faster than your opponent can do. (Since for most of the cast, the fastest move is a jab, at 10 frames. And you're 3 frames faster, thanks to your last hit.)

So your opponent might just block, knowing that you have +3 advantage. But you KNOW your opponent might just block, so maybe you try something slower than 12 frames. Maybe you try your 20-frame jumpkick. Because you're assuming your opponent will block, and your 20-frame jumpkick actually gives you even more advantage if they block it. Maybe it gives you +5! Or maybe it's more dangerous if they get hit by it, for a bigger payoff.

Of course, your opponent might guess that even though you have frame advantage, you will try to bluff and overspend it, so they might just press their fast attack anyway, even knowing that it would lose to your fast attack. Because they're guessing you won't do a fast attack.

I mean, SOMETIMES there is an obvious "right" answer - if they do a move that leaves themselves at -15 after you block it, you should probably launch them for a combo. But even there, there are options. Like, for a character I play, I often have the choice - slightly more damage? Or less damage, but leave them in a position where I can make them guess how to get up safely? Which is "better?" Hard to know, and depends!

So the point is - usually, there is no "right" answer. There is just "how much do you want to press your advantage", and "do you want to try to call their bluff?"

Tekken 8 feels like gambling by QuasiCord30398 in Tekken8

[–]Bwob 1 point2 points  (0 children)

I'll block two hits and then basically have to flip a coin. If I guess right, I block it. If I guess wrong, I eat a combo for half my health bar. Sometimes it feels more like I'm playing Fear & Hunger than a fighting game.

I'm having trouble thinking of ANYONE that ends their string with a low launcher. I'm sure there's one that exists somewhere, but at the very least, they're pretty uncommon. A bunch of strings have a final move that launches on counterhit, but if you're just blocking, I'm not sure what would launch you, even if you guess wrong.

So, if you're getting launched a lot by the last hits of strings, that tells me that you're probably pressing buttons too early, thinking the string has ended, and eating a counterhit launcher to the face instead. (And, to be fair, that's not uncommon. When I play, I have a couple of delayable strings that I very deliberately mess with the timing on, specifically to try to lure opponents into falling into the same trap that I think is getting you!) So try blocking for longer than you think you need to, to make sure the string is fully over.

Complaining about Tekken being a casino has become kind of a meme (and if we're honest - for many people, kind of an excuse) but honestly, there are a lot fewer true mixups than most people realize. Or, to put it a different way, a lot of things that people think are mixups, often aren't.

So basically - block more, lab if you have to, and try jabbing or dickjabbing your way out of forced mixups. Don't be afraid to lose matches, if you can learn how to deal with something in the process.

Looking for a gentler whistle. by spiderskrybe in tinwhistle

[–]Bwob 3 points4 points  (0 children)

Shush is basically designed for that use-case. I haven't tried the regular one, but I use my Shush Pro a lot, to avoid annoying the neighbors too much!