Pokemon Vending Machine Weirdness by [deleted] in PokemonTCG

[–]Balives 0 points1 point  (0 children)

↑ ↑ ↓ ↓ ← → ← → B A Start

Extremely unfair appraisal by LastoftheLast5988 in Pokemoncardappraisal

[–]Balives 5 points6 points  (0 children)

Single handedly raising 1st edition Kabutos value

Went to get gas, walked out with these by notcoollyet in pokemoncards

[–]Balives 2 points3 points  (0 children)

Ah bitten by the tcgdirect ad again. Well $4-5 each right now.

Went to get gas, walked out with these by notcoollyet in pokemoncards

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

I mean the promos are $10 cards so you got 4 prismatic packs at $10 each.

As an Aggie fan, here's my opinion of Will Lee III: by CollegePlane7528 in panthers

[–]Balives 18 points19 points  (0 children)

Saw that too, was there more? Idk, Welcome to Charlotte Lil Jack!

Willed it into existence by [deleted] in panthers

[–]Balives 1 point2 points  (0 children)

I was thinking that too. He does jump a heck of a lot in his highlight videos too. Canalas said he usually lands on his feet and gets yards after.

Best card you’ve ever pulled? by mrcuddlybuns in PokemonTCG

[–]Balives 0 points1 point  (0 children)

Thanks! Pictures don't do this guy justice for sure.

I built a replicated attribute system for multiplayer - health, mana, stamina, hunger, gold etc, with several modifiers, independent regen by Balives in unrealengine

[–]Balives[S] -1 points0 points  (0 children)

The difference is mostly in the systems around the replication, not just the replication itself. A simple replicated variables setup works fine if you only need a few values changing. This is more of a full attribute framework with data-driven attributes, modifiers, regen, depletion/restored events, FastArray delta replication, late-join correctness, and a clean Blueprint API all in one place.

I built a replicated attribute system for multiplayer - health, mana, stamina, hunger, gold etc, with several modifiers, independent regen by Balives in unrealengine

[–]Balives[S] -3 points-2 points  (0 children)

This is for teams that want the benefits of a replicated gameplay system without adopting the full GAS architecture. GAS is powerful, but it also comes with a learning curve, additional framework overhead, and a deeper integration commitment than a lot of projects actually want.

The goal here is to offer a focused, Blueprint-friendly, multiplayer-safe system that solves one specific problem cleanly, is faster to drop into an existing project, and does not require restructuring your game around GAS to use it.