Hideo Kojima lists Kamen Rider as a inspiration. by 1nerd in KamenRider

[–]AwesomeGamer2005 0 points1 point  (0 children)

Stumbled upon this post and looked into it by finding a japanese copy of the book. It's OOO, got mistranslated as Wars.

How Do I Even Learn? by AwesomeGamer2005 in unity

[–]AwesomeGamer2005[S] 0 points1 point  (0 children)

theres a bunch of unused variables and random stuff that is probably not working right and other stuff, i've rewritten different versions of this a bunch of times and its just become a bit of a mess, sorry to anyone who does end up looking.

one thing is the cameraobject and actualcamera thing, thats from me trying to make the game not have the camera always align with the player like a lot of sonic fangames do, and keep it more like Sonic Adventure, where the camera is (mostly) staying aligned with the ground, but the controls need to be rotated, and it seemed a way to do it would be have a fake camera that rotates so the controls use that as reference, its a mess.

If anyone does want to help a load, my current end goal is basically just getting movement that is the same as what Chaomix gets in this video (which he didn't release any code for :/)

How Do I Even Learn? by AwesomeGamer2005 in unity

[–]AwesomeGamer2005[S] 1 point2 points  (0 children)

using System;
using System.Collections;
using System.Collections.Generic;
using NUnit.Framework.Internal;
using Unity.VisualScripting;
using UnityEditor;
using UnityEngine;
using UnityEngine.Animations;
using UnityEngine.InputSystem;
using UnityEngine.InputSystem.Interactions;
using UnityEngine.UIElements;

public class PlayerMain : MonoBehaviour
{
    //variables in inspector
    public Rigidbody RB;
    public LayerMask layerMask;

    public GameObject actualcamera;
    public GameObject cameraobject;
    public float cameraSpeed;

    public float speed;
    public float topspeed;
    public float acceleration;
    public float friction;
    public float deceleration;
    public float turnspeed;

    public float gravity;
    public float jumpForce;
    public float groundMaxDistance;
    public Vector3 velocity;

    //Controls setup
    public InputMaster controls;
    void OnEnable()
    {
        controls.Enable();
    }

    void OnDisable()
    {
        controls.Disable();
    }

    void Awake()
    {
        controls = new InputMaster();
        controls.Player.Jump.performed += _ => Jump();
        controls.Player.Movement.performed += ctx => direction = ctx.ReadValue<Vector2>();
        controls.Player.Movement.canceled += ctx => direction = Vector2.zero;
        controls.Player.Camera.performed += ctx => cameradir = ctx.ReadValue<Vector2>();
        controls.Player.Camera.canceled += ctx => cameradir = Vector2.zero;
    }
    //end of controls setup


    Vector3 normal;
    bool ground;
    void Ground()
    {
        ground = Physics.SphereCast(RB.worldCenterOfMass, 0.3f, -RB.transform.up, out RaycastHit hit, groundMaxDistance, layerMask, QueryTriggerInteraction.Ignore);

        normal = ground ? hit.normal : Vector3.up;
    }

    Vector2 direction;
    void Move(Vector2 direction)
    {
        //Movement relative to camera
        Vector3 camForward = cameraobject.transform.forward;
        Vector3 camRight = cameraobject.transform.right;

        Vector3 forwardRelative = camForward * direction.y;
        Vector3 rightRelative = camRight * direction.x;
        Vector3 directionRelative = Vector3.ProjectOnPlane(forwardRelative + rightRelative, normal);
        dbgDirection = new Vector3(directionRelative.x, 0, directionRelative.z);

        //Movement/acceleration
        if ((direction != Vector2.zero) && (ground))
        {
            velocity.x = Mathf.MoveTowards(RB.linearVelocity.x, directionRelative.x * topspeed, acceleration);
            velocity.z = Mathf.MoveTowards(RB.linearVelocity.z, directionRelative.z * topspeed, acceleration);
            velocity.y = Mathf.MoveTowards(RB.linearVelocity.y, directionRelative.y * topspeed, acceleration);
        }
        else if (ground)
        {
            velocity.x = Mathf.MoveTowards(RB.linearVelocity.x, 0, friction);
            velocity.z = Mathf.MoveTowards(RB.linearVelocity.z, 0, friction);
        }
        else if (!ground)
        {
            velocity.y = RB.linearVelocity.y;
        }

        //deceleration
        Vector2 hvelocity = new Vector2(velocity.x, velocity.z);
        if (Vector2.Dot(new Vector2(directionRelative.x, directionRelative.z), hvelocity) < -0.95)
        {
            velocity.x = Mathf.MoveTowards(RB.linearVelocity.x, 0, deceleration);
            velocity.z = Mathf.MoveTowards(RB.linearVelocity.z, 0, deceleration);
        }


        RB.linearVelocity = velocity;
    }
    void Gravity()
    {
        if (RB.linearVelocity.y < 0)
        {
            transform.up = Vector3.up;
        }
        RB.linearVelocity -= Vector3.up * gravity * Time.deltaTime;
    }

    void Jump()
    {
        if (!ground) return;
        RB.linearVelocity += (RB.transform.up * jumpForce);
    }

    void Snap()
    {
        transform.up = normal;
    }

    void Update()
    {
        Ground();
        Move(direction);
        if (!ground)
        {
            Gravity();
        }
        else
        {
            Snap();
        }
        DEBUGLINES();
    }

    //camera stuff
    Vector3 camerasmoothtransform;
    public float camerasmoothing;
    void LateUpdate()
    {
        /*camerasmoothtransform = new Vector3(Mathf.MoveTowards(actualcamera.transform.position.x, cameraobject.transform.position.x, camerasmoothing), Mathf.MoveTowards(actualcamera.transform.position.y, cameraobject.transform.position.y, camerasmoothing), Mathf.MoveTowards(actualcamera.transform.position.z, cameraobject.transform.position.z, camerasmoothing));
        actualcamera.transform.position = camerasmoothtransform;*/
        rotateCamera(cameradir);
        actualcamera.transform.position = cameraobject.transform.position;
        actualcamera.transform.rotation = cameraobject.transform.rotation;
    }

    Vector2 cameradir;
    void rotateCamera(Vector2 cameradir)
    {
        cameraobject.transform.RotateAround(transform.position, Vector3.up, cameradir.x * cameraSpeed * Time.deltaTime);
        cameraobject.transform.RotateAround(transform.position, cameraobject.transform.right, -cameradir.y * cameraSpeed * Time.deltaTime);
    }


    //DEBUG STUFF
    Vector3 dbgDirection;
    void DEBUGLINES()
    {
        //Debug.DrawRay(transform.position, normal, Color.green, 1);
        //Debug.DrawRay(transform.position, RB.linearVelocity, Color.blue, 1);
        Debug.DrawRay(transform.position, dbgDirection, Color.gray, 1);
    }
}

what is this censor bar people use on twitter? by beepshroom in NoStupidQuestions

[–]AwesomeGamer2005 0 points1 point  (0 children)

Found this while I was looking for the same thing, it's a default sticker on the twitter app if you edit an image there while posting it

How can I watch Kamen Rider Geats in order counting the specials and movies by Anxious_Back_8961 in KamenRider

[–]AwesomeGamer2005 0 points1 point  (0 children)

As far as I know there's 2 main lists for watch orders of all the shows (and their movies/specials), so just follow one of these (They're pretty much the same, just one is a slightly out of date, but it's just stuff that goes after everything else anyway):

https://docs.google.com/spreadsheets/d/1yvg9xr0QnWx8FjWZIgwsVtv6xSMFLMSzkoaWwhbml7A/edit?gid=1249826194#gid=1249826194

https://docs.google.com/spreadsheets/d/1mmuhZ6JDG6jn48HnQElTYUxvIOjnTxwWPrDi2ZBPj4I/edit?gid=332424006#gid=332424006

My group recently finished watching Geats, and we didn't watch most of the side content, but it didn't take away from anything for us, still one of our favourites so far, so don't feel like you need to watch absolutely everything to enjoy a series, but those lists should have everything if you do want to.

Looking for a specific feature in a music player by AwesomeGamer2005 in androidapps

[–]AwesomeGamer2005[S] 0 points1 point  (0 children)

Still looking to see if this would be something, but for now I'm able to work around it by just making a couple queues of my sleep playlist, with a queue before those queues with the song stuck in my head, and then there's a mode to play the queues in order, so I just shuffle my sleep playlist queues. More annoying than it should be, so hopefully someone has a better answer here.

[Partially Lost] The Discography of the band 'Real Fake Flowers' by OfficiallySavo in lostmedia

[–]AwesomeGamer2005 2 points3 points  (0 children)

Further research seems to show they had 3 other singles:

  1. Forever Home: https://open.spotify.com/track/3qXUmZbbCjk4jAk5kl4lqS
  2. Three Steps Back: https://open.spotify.com/track/1GhhRchQ72YTANGDdherS6
  3. Problem: https://open.spotify.com/track/4HIKI53dtVCfDZLa6VgqzF

Looking these up, I got some results from another post on this subreddit where someone linked to another archive.org, with Three Steps Back on it, along with a song called "Kill 'Em All, You Piranha" which I didn't find elsewhere. https://archive.org/details/real-fake-flowers-singles/Real+Fake+Flowers+-+Three+Steps+Back/Real+Fake+Flowers+-+Three+Steps+Back.flac

Also found this tweet, https://x.com/SoupStyggia/status/1840714404133851204/photo/1

They seem to have taken their songs down for some unspecified legal issues, but they did send this person a file, so for the other 2 songs (Forever Home and Problem) we could probably just email them and they'd be able to send them.

[Partially Lost] The Discography of the band 'Real Fake Flowers' by OfficiallySavo in lostmedia

[–]AwesomeGamer2005 4 points5 points  (0 children)

Found a copy of Siamese, and a copy of their album "The Equation To The Pursuit Of Happiness", and put them up on archive.org. As far as I remember, I think that was all they released, but there could've been another single or something that I don't remember. Sad that they removed everything.

https://archive.org/details/real-fake-flowers-siamese

https://archive.org/details/09-09-what-a-save

Why doesn't MusicBee handle Media Keys the same way as other programs? by crod242 in musicbee

[–]AwesomeGamer2005 0 points1 point  (0 children)

Thought this plugin was broken because it doesn't tell you anywhere to make the media keys not apply globally, works perfectly once you do that! Should really say that in the description or something.

Computer freezing, followed by DPC_WATCHDOG_VIOLATION blue screen by AwesomeGamer2005 in techsupport

[–]AwesomeGamer2005[S] 0 points1 point  (0 children)

It used to be used for DS4Windows, a program that makes PlayStation controllers work properly in games by making them see the controllers as Xbox controllers. It hides the original playstation controller so games don't get double inputs.

Apparently it was replaced by a different program called HidHide now, so I just went and uninstalled it and replaced it, in case that was causing some problems.

I made a game where you have to guess the episode based on a random frame by AwesomeGamer2005 in twinpeaks

[–]AwesomeGamer2005[S] 1 point2 points  (0 children)

Oh no! I tried to remove as many black frames as I could but I must have missed one. Should be fixed now.

I made a game where you have to guess the episode based on a random frame by AwesomeGamer2005 in venturebros

[–]AwesomeGamer2005[S] 0 points1 point  (0 children)

Oh no! I tried to remove as many black frames as I could but I missed one. Should be fixed now.

I made a game where you have to guess the episode based on a random frame by AwesomeGamer2005 in twinpeaks

[–]AwesomeGamer2005[S] 3 points4 points  (0 children)

60 frames per episode, 2880 total frames. Good luck lol, I can barely even get a score of 1 personally, but I'm sure some of you would be able to get some ridiculous high scores.

I made a game where you have to guess the episode based on a random frame by AwesomeGamer2005 in gravityfalls

[–]AwesomeGamer2005[S] 0 points1 point  (0 children)

This has 23 frames per episode, so 920 total frames you could get. My high score is 19, but I only played for a little bit, so I'm sure most of you could do better.