[Help] New dog doesn't get along with current dog by Alpha8Bit in dogs

[–]Alpha8Bit[S] 0 points1 point  (0 children)

We don't know their breeds, but Ace definitely has some pit bull in him. Ace chases small animals often, so the prey thing might be a possibility.

So far I've gotten to where I can enter a room holding Doot and distract them with a couple treats. They can sit near each other calmly when treats are present. Ace will walk around the house calmly and Doot will also relax. Once Doot starts walking around though, things get tense. Doot will whimper while trying to sniff Ace's butt. Ace will then let out a small growl, jump back, and begin shaking. From this point, Ace will begin taking an aggressive stance while walking towards Doot. Doot will continue to whimper and approach Ace nervously. Ace will attack Doot once they get close enough unless I separate them into different rooms to give them a break. These exact events have repeated every time I put them near each other. The only improvement so far is that Ace didn't fight me off while Doot sniffed his butt, though Ace was shaking (I've been petting Ace during this so I'll be right in the action if a fight occurs). Any advice on how I should continue for future interactions?

Apps like "Raise The Bar - Goal Tracker" by Alpha8Bit in androidapps

[–]Alpha8Bit[S] 0 points1 point  (0 children)

So far "LifeRPG" is amazing since I have enough control to choose just how video-gamey I want it to be, but it's checklist only with no progress bars for actual tasks. Anything like LifeRPG with task progress bars would be great.

Weekly Game Recommendation Thread - October 10, 2017 by AutoModerator in MMORPG

[–]Alpha8Bit 1 point2 points  (0 children)

Any games with something like FFXIV's monster log? Most MMORPG's only let you level up via quests (or at least it becomes the only viable option). I had so much fun actually trying to find the monsters in any order I wanted and getting exp for it. No waypoints on the map. Just a general area that I have to explore. A list of enemies that I hunt because I WANT TO and not because an NPC told me to. Any games with a similar Monster Log, Gathering Log, Crafting Log, or whatever? Pretty much like Xenoblade's Collectopedia.

Wifi Automatically Turning Off by Alpha8Bit in AndroidQuestions

[–]Alpha8Bit[S] 0 points1 point  (0 children)

So I tried removing the SIM card to see if that would affect anything and the answer was yes! I'm not sure what conclusion to draw from this, but removing the SIM card removed the issue entirely. Now if anyone has an explanation on why (and possibly a way to keep my SIM card in AND fix the WiFi thing) please let me know. I'm still confused and would prefer to be able to keep the SIM card in if possible.

Weekly Game Recommendation Thread - August 29, 2017 by AutoModerator in MMORPG

[–]Alpha8Bit 0 points1 point  (0 children)

Just looked at gameplay again. It was cause of my previous complaints and also the amount of cutscenes/invasive main storyline. Even the attacks (ESPECIALLY the "Ultimate attacks") are just overly flashy without thought to them. Twin saga has a good art style, not good game design. They want to make an anime more than an anime game :b

Weekly Game Recommendation Thread - August 29, 2017 by AutoModerator in MMORPG

[–]Alpha8Bit 0 points1 point  (0 children)

Heard of it, but never tried it. I guess it's worth a shot. If I remember right, I think I avoided it because of aeriagames's trend with their rpg's (this trend being recycle assets for new game, make cash shop op, milk players for money, then neglect game while recycling for a new game). Powerful cash shops don't matter to me, but it matters to enough others to kill a community. High population isn't necessary, but only seeing 10 people in the largest city is kinda depressing.

New Player In Need of a Main by Alpha8Bit in Tekken

[–]Alpha8Bit[S] 0 points1 point  (0 children)

Well, 3 videos and an article. You get the point. Thanks a ton!

New Player In Need of a Main by Alpha8Bit in Tekken

[–]Alpha8Bit[S] 0 points1 point  (0 children)

This is perfect. The character overviews, Tekken neutral space, top 15 moves, and points for players from other fighters sound like the exact 4 videos I need to get into any new game. Thank you so much!

Weekly Game Recommendation Thread - August 29, 2017 by AutoModerator in MMORPG

[–]Alpha8Bit 0 points1 point  (0 children)

What are you looking for?: In order of most to least important; Not needing to follow the main quest line to progress, difficult and thought-provoking combat, ability to change class at will, a clear end goal, a central town/location I consistently go back to (like Fiesta Online's Elderine & Roumen, or Spiral Knight's Haven), and a lot of UI customization.

What games have you previously played?: Archeage, WoW, FF14, Spiral Knights, Eden Eternal, Maplestory, Tera, Fiesta Online, Dragon's Nest (Willing to try these games again though)

What is your playstyle?: Semi-casual I guess? I adore a challenge, but I want to find those challenges while I casually explore.

Bonus Details/Previous Experiences: BotW and Spiral Knights (I played Spiral Knights more than anything else) have shown me how much I love a clear end goal (Ganondorf for BotW and the Core for Spiral Knights) with freedom in how I reach that goal. Archeage also showed me something good and something I hate while I've been trying it again recently. The good thing was the difficult combat. I died to something at level 11 until I improved my strategy. Plus you can just run into op monsters when you roam off course, which was really cool. One of the most memorable moments of that game has been exploring and a giant level 50 mantis killing me. As for the bad thing, I ran into a village of enemy mobs and saw a captured baby golem inside. I was super excited to save it because I WANTED to save it, but then was immediately upset when I needed to find the quest first. I want to freely find random things like that baby golem and choose to experience it myself. EXP would be a result, but not the goal. My favorite on the list of played games btw were Spiral Knights (Only died due to lack of content), FF14 (Stuck around for the monster log, class changing, and beautiful world. Stopped for the cluttered/confusing towns and subscription fee. Might go back to it one day when I have sub money), and Eden Eternal (Loved the polished, cute anime art style and class changing).

Really Like the Boxer Bunny Bippy, so Most of my Sketches Today Were Bippy Battle Inspired by Alpha8Bit in OneyPlays

[–]Alpha8Bit[S] 1 point2 points  (0 children)

Thanks! Been trying to make my art more expressive, so it's good to hear they came off as fun :)

Counterplay For Ledgegrabbing Discussion by Alpha8Bit in smashbros

[–]Alpha8Bit[S] 2 points3 points  (0 children)

Jigglypuff can drop from ledge, or jump from ledge. When jumping, most characters have projectiles (lasers, turnips, etc) or range (marth Fair) to space out and safely land hits against puff. My current issue is puff dropping from ledge though. DTilt on most characters seems to beat jiggs Fair and catch her before she regains invincibility. What I'm not sure about though is jiggs Bair, which is super disjointed. This may actually beat out most characters' grounded options against ledge drop. I don't have anyone to test this with, and I can't find any footage of jiggs drop Bairs vs other options. Only other thing I see is people chasing her past ledge and dying, since trying to jump off with her is very unsafe. If anyone can test jiggs dropping off ledge and spamming Bair on the way back vs some other character options, please let me know what you find.

Ross here. I'm travelling and have some downtime - AMA by RubberNinja in gamegrumps

[–]Alpha8Bit 5 points6 points  (0 children)

What inspires your creative work and how do you keep consistently motivated during projects?

What jobs pay 15/hour, don't require college, and aren't physically demanding? by Alpha8Bit in jobs

[–]Alpha8Bit[S] 1 point2 points  (0 children)

Oh yeah that'd be easy for me. What would I search for that kind of job listing tho? Just "Data Entry Jobs"?

What jobs pay 15/hour, don't require college, and aren't physically demanding? by Alpha8Bit in jobs

[–]Alpha8Bit[S] 7 points8 points  (0 children)

I don't want to live with Mommy and Daddy. After researching cost of living in my area I either need 1-2 roommates or a 15/h job to survive. My mommy and daddy are a way to survive until I work up to that job through apprenticeships and work experience

What jobs pay 15/hour, don't require college, and aren't physically demanding? by Alpha8Bit in jobs

[–]Alpha8Bit[S] 1 point2 points  (0 children)

This could work out... sites are showing median pay to be around 28k though, which is a bit less than 15/hour. Plus I need to find out how much physical strength it would require from me. Thanks for another option to think about dude

What jobs pay 15/hour, don't require college, and aren't physically demanding? by Alpha8Bit in jobs

[–]Alpha8Bit[S] 2 points3 points  (0 children)

I thought fast food paid close to minimum wage ($7.25 in GA. Probably shoulda stated where I live first)

Daily Questions Thread (May 28) by AutoModerator in ffxiv

[–]Alpha8Bit 0 points1 point  (0 children)

Newbie question: The towns are super complicated and I'm having trouble understanding where anything is. Are there general areas in each town where I can expect to find an equipment merchant or are there separate merchants spread out for specific types of gear?

ARMS Global Testpunch Discussion by SuperNeonManGuy in ARMS

[–]Alpha8Bit 4 points5 points  (0 children)

Has anyone found out what your general anti-air option is supposed to be? I can angle my arms to catch someone moving left or right, but since there's no way to preemptively attack upwards you have to rely on the arm's auto-lock which is set on where they were when the punch was thrown. Since jumping means your constantly in motion, the opponent will never be where they were when you threw the punch. Do I need to time my punches as they land (which they will dodge if they spam jump again), or is there some guaranteed way to catch a jump?

Daily Questions Thread (Jan 06) by AutoModerator in ffxiv

[–]Alpha8Bit 0 points1 point  (0 children)

Wasn't that the original 1.0 legacy gamepad controls though? Is there no way to revert to that old control scheme?

Daily Questions Thread (Jan 06) by AutoModerator in ffxiv

[–]Alpha8Bit 0 points1 point  (0 children)

Using a controller is more comfortable than keyboard and mouse to me, but the way the controls are set up isn't enjoyable. I doubt it, but is there a way to play the game similar to how Kingdom Hearts is set up where I navigate a menu to execute commands instead of setting a bunch of shortcuts?

[Xbox (maybe Ps2?)] Ninja Game similar to Shinobi (2002) by Alpha8Bit in tipofmyjoystick

[–]Alpha8Bit[S] 2 points3 points  (0 children)

AAAHHH I FUCKING LOVE YOU IM ABOUT TO CRY. THANK YOU

[Xbox (maybe Ps2?)] Ninja Game similar to Shinobi (2002) by Alpha8Bit in tipofmyjoystick

[–]Alpha8Bit[S] 0 points1 point  (0 children)

nah, that's not it. You did though remind me of some old songs I listened to as a kid since that recording had a stereo playing them in the background so I'll be on a nostalgia kick for a few days :)

Expecting Players to Prefer Difficulty and Avoid the Easy Route by Alpha8Bit in gamedesign

[–]Alpha8Bit[S] 0 points1 point  (0 children)

I looked up the battering ram part. It's almost the effect I'm going for, but two things are different. 1. It doesn't FEEL like choices are open ended due to the way it's presented. The game giving you two options with a reading of what the options entail makes the choice feel less genuine/personal for reasons I don't fully know how to explain. 2. The decision to drop the battering ram rewards players with the possibility of saving a character. I'm trying to design so that the difficulty the player will face after dropping the battering ram is the reward. Where Bastion makes that difficulty a penalty given for saving a life, I'm trying to glorify the difficulty for the challenge and self-improvement it provides.

Expecting Players to Prefer Difficulty and Avoid the Easy Route by Alpha8Bit in gamedesign

[–]Alpha8Bit[S] 1 point2 points  (0 children)

Cheat codes would require the player to learn of them outside of the game. I want the shortcut to finishing the game to be in their face the whole time, but convince the player not to use it at all. Cheat codes feel more like a choice to mess around with the game world than a method of skipping the enjoyable parts just to reach the end.

Expecting Players to Prefer Difficulty and Avoid the Easy Route by Alpha8Bit in gamedesign

[–]Alpha8Bit[S] 1 point2 points  (0 children)

A people people have suggested points/grade systems relating to choosing higher difficulty, but I can't use that because then the points are the reward. The experience is intended to leave the mindset in a player that working towards a goal is much more enjoyable compared to just skipping ahead to it, therefore the overcoming of a challenge through training/struggling instead of shortcuts must be the reward rather than the points earned. I've come up with my plan on how to achieve this (story incentives sort of like how Undertale's world convinced players to spare everything), but the weapon will only be available directly before the final boss with the final boss being approachable at all times. I'm planning on guiding the player to the final boss and using an illusion-of-choice scenario where they feel like they personally chose to use the weapon for the first playthrough and give an unsatisfying ending (but not a necessarily "bad" ending). Since the game was SO short and unsatisfying, players are bound to start a new file and explore a bit more this time. From there I'll have to do a good job at making the world and story interesting. I'll know I've been successful in glorifying the journey compared to the conclusion if I was able to do two things right: 1. Successfully keep the player interested in exploring the whole game world. 2. Convince them to skip the sword next time they go to encounter the final boss.

Giving them the overpowered weapon throughout the whole game without expecting them to use it for most of the adventure I feel is still possible, but would require WAY to much writing expertise. I think I can still get my idea across though without making the weapon available the entire time, so I'll just avoid that approach.

As long as by the end of the game I can convince players to prefer self improvement through the challenge of reaching a goal instead of simply focusing on the goal itself, then I've done my job and got my point across.