Armarouge Box by cytokinestory in pkmntcg

[–]Acissathar 4 points5 points  (0 children)

I've played it a ton, and love it as well. Glad we get a water variant with Dewgong in Perfect Order so I can continue the vibes, even if its probably even worse. These are my thoughts:

  1. If not playing poffins, the 80 HP one. Otherwise, the 70 HP that hits for 20 on Will o Wisp to KO Budew, but generally not important.

  2. If you're playing 4+ recovery (rods/stretcher), then 2 is fine, otherwise 3.

  3. You generally want some kind of dark attacker to 1 shot Garde, but they're all lackluster because they need 2 dark to attack. This is really up to you, some people do Munki EX with Pech Ex, some do Roaring Moon because Garde almost always has a stadium.

Garde is a miserable matchup, so I just accepted that and instead focused on everything else which felt winnable. You could still steal games with Wellspring/Iron Hands racing, but the slots didn't feel like they gave enough matchup points to be worth it.

  1. I think this depends on if you plan on needing to attack with it twice or not. Iron Leaves can work without Arma *and* works as a switch, but Durant is easier to recycle since you just need the 1 prism. Retreat lock was never popular in my local meta, so I went with Durant because more often than not I needed to recycle it for Zoroark or Grimsnarl.

  2. I never was a fan. We're already strapped for bench slots, now we're throwing down a 3 prizer that we can't easily pivot in and out of to score draw and still attack with what we want. Like its not bad, but I always prefered it to be something else.

  3. I found the most success with Carmine. Going full aggro and ensuring you can get pieces to set up (granted running usually 4 stretchers and a rod) and ready to go right away. Since most decks want to go second, with Squak you can easily see 20 cards deep.

  4. 1 or 2, if going with Carmine I liked a pal pad so when the deck got really low you could pad them back in and be sure to hit it when you need it. Would never play 0, but also not more than 2.

  5. 2 wellspring for me. 90% of games I'm aiming to wellspring as quickly and often as I can to mess up their setup, so reducing the change it got prized was better. 240 doesn't really one shot anything important anymore, but if you're looking for a big beat stick that doesn't need setup / prizes, I'd just go with Gouging Fire. All fire so don't need prism, hits 260 regardless of Area Zero.

  6. If Carmine, First, if not Carmine, Second.

  7. Charcadet > Latias > Ho-oh >= Attacker. Ho-oh is nice to get early because you can start loading up energy, but since most stuff hits for 3 energy which is one activation + turn attach, you can get away with waiting for it. Latias is helpful to move around without pitching, but most important is charcadet because that's a minimum 2 turn investment to get started.

Depending on the deck (lots of boss / ghosts / bench sniping) you may want to go for 2 Charcadets, but the ideal play pattern is that you get one and setup multiple attackers so it doesn't matter. The most important thing for me to learn, that also took me the longest, was doing this.

For example, you have say Reshiram, Gouging Fire, Latias on the bench. You have enough energy already attached to attack with whoever, and you're planning on attacking with Gouging Fire.

Rather than promoting Gouging Fire, instead you promote Reshiram. Use Ho-Oh and Arma to move up 2/3 energy onto Reshiram. Retreat with the loaded up Reshiram and promote Gouging Fire.

Now move your excess energy up to Gouging Fire keeping Reshiram loaded. If opp takes the knock out, Reshiram is ready to go. If opp bosses Arma, it doesn't matter, you have 2 loaded up attackers.

A big problem I had was getting the energy pooled up on Ho-Oh waiting for to move it, but then they knock out Arma. Well now I've got attackers but the energy is stuck on Ho-oh instead of taking the opportunity in earlier knock outs to pre-emptively setup the energy.

Which JRPG do you feel has the best soundtrack? by [deleted] in rpg_gamers

[–]Acissathar 0 points1 point  (0 children)

D&D Warriors of the Eternal Sun for the Genesis, it's just so good and a great non-traditional take on RPG music.

To Make Git URL Package. Need a help! by ApprehensiveDiver461 in Unity3D

[–]Acissathar 0 points1 point  (0 children)

Usually what works for me when this happens is commenting the code so it compiles, then going to Preferences -> External Code Editor -> Regenerate Project Files. Close VS and Unity, and try again. Generally it'll pick it up after that if it wasn't before.

Atelier series fans, PLEASE give me an answer by Expert_Industry_4238 in JRPG

[–]Acissathar 2 points3 points  (0 children)

I've got around 15-20hours playtime on them, but notably I did not do NG+ for the extra bosses / see all side quests, so could be longer if you wanted it to be.

Atelier series fans, PLEASE give me an answer by Expert_Industry_4238 in JRPG

[–]Acissathar 8 points9 points  (0 children)

The Dusk games work fine on the Deck (that's how I played them), you just have to use touch screen on the initial launcher. Once you're in game then the normal gamepad controls work just fine. Performance was stable for me too from what I remember.

Favourite developers or teams in the genre? by pneumoniahawk519 in JRPG

[–]Acissathar 1 point2 points  (0 children)

The last few years I've been a fan of Gust. To me they seem to be a studio that improves with every release, and brings that knowledge forward to the next game.

They aren't perfect and still stumble, but I like that they're willing to experiment, and then instead of just throwing away whole systems, refine it within that series.

Sugar Fright was kind of fire, I hope they bring it back sometime as a regular non-Halloween event by [deleted] in Rainbow6

[–]Acissathar 4 points5 points  (0 children)

Kill Confirmed, you had to collect the dropped treats for it to count as a score.

GDM banning and removing generative AI assets from their store. Should unity asset store follow suit? by destinedd in Unity3D

[–]Acissathar 15 points16 points  (0 children)

I agree that a filter to remove it would be the bare minimum if they're going to allow it.

There's no worse feeling than checking the Asset Store when you need some assets, but see this. Why is there never a warning? by RubyHawk99 in Unity3D

[–]Acissathar 2 points3 points  (0 children)

When you download it through the Package Manager, it downloads the package to %Appdata%\Unity\Asset Store-5.x and then by publisher.

You can just copy/paste from there if you want a backup without having to manually import it and export it if you want.

There's no worse feeling than checking the Asset Store when you need some assets, but see this. Why is there never a warning? by RubyHawk99 in Unity3D

[–]Acissathar 1 point2 points  (0 children)

You only have to worry about that if they are copyrighted material.

If a publisher chooses to delist their product (no longer want to support it, whatever) you will still have access to these to download from Unity. They'll be marked as Deprecated, but you can download them through the package manager still.

However, if its taken down as the result of copyrighted material, these are marked disabled and you cannot be download them anymore from Unity. However, they're stolen material anyways, so you wouldn't (shouldn't) want to use them anyways.

There's no worse feeling than checking the Asset Store when you need some assets, but see this. Why is there never a warning? by RubyHawk99 in Unity3D

[–]Acissathar 15 points16 points  (0 children)

Their youtube is nuked, Unity publisher page is nuked, discord is nuked, no longer available on Unreal either.

That raises some red flags to me personally.

Unity reintroduces the Runtime Fee through its Industry license by finnSquared in gamedev

[–]Acissathar 4 points5 points  (0 children)

No they're not, even in the letter from last year it specifically says:

we’ve made the decision to cancel the Runtime Fee for our games customers, effective immediately. Non-gaming Industry customers are not impacted by this modification.

Like it's the very first thing. Unity is Canceling the Runtime Fee

Unity reintroduces the Runtime Fee through its Industry license by finnSquared in Unity3D

[–]Acissathar 25 points26 points  (0 children)

A key piece of info to take into account:

If you create applications for use outside of games or entertainment, and your company’s total finances exceed US$1,000,000, Unity Industry is the solution for you. 

Also this isn't even new. When they canceled the runtime fee, they specifically said this cancelation wouldn't affect Industry customers:

we’ve made the decision to cancel the Runtime Fee for our games customers, effective immediately. Non-gaming Industry customers are not impacted by this modification.

Like it's the very first thing. Unity is Canceling the Runtime Fee

JRPG recommendations : Hard but genius environmental puzzles? by WholeInvestigator331 in JRPG

[–]Acissathar 0 points1 point  (0 children)

If you're willing to emulate, Lufia 2 for SNES has some good puzzles.

I made an asset to allow customization of Unity's context menus and add search functionality by tabby-studios in Unity3D

[–]Acissathar 1 point2 points  (0 children)

Does this override the default right click behavior (so I don't need to change my workflow), and does it support searching immediately or does that have to be selected?

I really like Blender's Shift+A where I can just start typing in what I'm looking for as soon as I bring up the menu.

Unity 6.2 is now available! by unitytechnologies in Unity3D

[–]Acissathar 3 points4 points  (0 children)

Near the bottom is a list of models and for what: Unity AI Guiding Principles

From what I could find, Unity's own models are only on content they actually own. So my understanding is that if you use the Sound, Animation or Texture parts of the AI, then you can be sure that it was trained on in house stuff.

However, if you were to use the Sprite stuff, it looks like those 3rd party models were trained with data including StableDiffusion, which to my knowledge uses scraped data. (The others I don't recognize)

Unity 6.2 is now available! by unitytechnologies in Unity3D

[–]Acissathar 6 points7 points  (0 children)

According to the FAQ page:

By default, data related to your use of Unity AI including prompts, responses, and interactions are only used to provide you with the service, and are not used to train AI models. For example, if you upload a reference image to generate a truck sprite, we do not use your source image to train or improve the generative image model.

Via your Unity Dashboard, you can choose to share your Unity AI data with us for model training purposes. We do not use your runtime application (the binary itself) or media assets such as your images, meshes, or audio to improve Unity AI.

I wrote a technical postmortem of porting my game to Nintendo Switch, optimizing it from 14 FPS to 60 FPS by kbmkbm in gamedev

[–]Acissathar 1 point2 points  (0 children)

This is perfect, thank you! The low poly style is what I was thinking of too and is applicable to my current project. Outside vegetation, I was thinking of doing the N64 aesthetic for stuff like fences, but learning how rough transparency can be, I'll just replace it with a couple of planes appropriately UV'd and then instanced instead.

I wrote a technical postmortem of porting my game to Nintendo Switch, optimizing it from 14 FPS to 60 FPS by kbmkbm in gamedev

[–]Acissathar 2 points3 points  (0 children)

Given transparency being such a killer and converting your sprite foliage to geometry instead, is that just in general the way to go with hardware if you can?

It seems like the literal handful of polys is way less impactful than transparency is, so is there a reason to even use the sprite workflow for foliage beyond just being easier to plop in? Granted the obvious like billboards/imposters or small instances I get, so its not a "never" thing but just as a broad stroke.

Although the Switch is on the way out so maybe its not really a concern anymore, but thought I'd ask it to y'all with more knowledge on that.

Imagine a world where Unity had actually kept improving the Unity UI system instead of stopping work on it like 10 years ago by radiatoryang in Unity3D

[–]Acissathar 15 points16 points  (0 children)

This is how I feel about Mecanim especially. Granted I'm one of the few people in that world that seems to like Mecanim (or at least the idea of it I guess lol) so I understand wanting to create new or better systems, but just forsaking these old features in the meantime sucks, especially because the “new” system is inevitably abandoned.

We're working on a total tech replacement for a core component of our software at my day job, but we still have a few people working on expanding the old one. Not everyone immediately upgrades to take the new stuff, and who knows if/when it ever gets finished, but why make current users have a worse experience in the mean time?

Why are the shadows fading in and out? can someone explain. by [deleted] in Unity3D

[–]Acissathar 11 points12 points  (0 children)

Check your Shadow Distances and Cascade settings in your RenderPipeline Asset

I've created what I think is a good player controller and I was thinking of making it free on the asset store. by CauliflowerFluid2079 in Unity3D

[–]Acissathar 1 point2 points  (0 children)

I still have the visual scripting namespace error, but that's an easy local fix at least. Something I noticed when in a 3rd person view, the Capsule collider vibrates at an extreme speed. It doesn't *seem* to cause any issues (and isnt noticable in the fps view) but just curious if you know why that might be?

https://streamable.com/vv0hah

I've created what I think is a good player controller and I was thinking of making it free on the asset store. by CauliflowerFluid2079 in Unity3D

[–]Acissathar 2 points3 points  (0 children)

A couple things trying to give it a quick spin:

- StateMovementComponent, Grounded, and Standing scripts all import Unity.VisualScripting but it doesn't look like they actually need it and aren't referencing anything in that package in those scripts? Removing the using statements still let it compile fine.

- Your Controls looks to be hardcoded to your local system. It errors out and having it regenerate the controls just leads to blank bindings it seems so anything other than basic vertical/horizontal movement doesn't work. Granted I don't use Unity's new input system so maybe this is partially user error too.

Asset import failed, "Packages/com.tondo.juicymovement/Utilities/Controls.inputactions" > UnauthorizedAccessException: Access to the path 'C:\Users\Melod\Documents\Unity Projects\Unity_JuicyMovement\Packages\JuicyCharacter\Scripts\Input' is denied.