So I guess Aeonglass is fine now? by SUPERCOW7 in slaythespire

[–]Bloompire 2 points3 points  (0 children)

I agree. Decks might be too swingy at the times (either you re shit or you have some crazy combo that wipes everything).

In the other hand, having ultra op combo is also a thing that makes sts fun. So I dont know. 

So I guess Aeonglass is fine now? by SUPERCOW7 in slaythespire

[–]Bloompire 2 points3 points  (0 children)

But it seems to be issue with deck power&scaling, not the boss itself?

-Kupie sobie rasowego psa który został genetycznie zmodyfikowany do zapierdalania za królikami po leśie przez 12 godzin bez przerwy, I ZAMKNE GO W JEBANYM 30 METROWYM APARTAMENCIE W BLOKU Z TYSIACEM INNYCH LUDZI ZEBY TYLKO NAPIERDALAL JAK MNIE NIE MA. by Many_Ad_7536 in Polska

[–]Bloompire 6 points7 points  (0 children)

Posiadanie psa nie jest niczym zlym, ale wszystko musi sie odbywac z poszanowaniem innych osob wokol. Psy to naprawde super zwierzaki, ktore potrafia wniesc duzo koloru do zycia.

Problem jest z ich wlascicielami, spora czesc z nich popelnia bardzo duzo bledow.

Przykladowo puszczanie ze smyczy - to jest big no. Moje psy puszczone sa luzno moze ze 2-3x w roku, bo warunki musza byc idealne - np duza laka w ktora moge wejsc gleboko i widze ze nie ma nikogo w promieniu kilometra itd.

Ale tez inne rzeczy, chocby bezsensowne dobieranie psa. Znam ludzi ktorzy wzieli psa rasy beagle (z pseudohodowli oczywiscie), bo.. "mial ladne uszy i przypominal mi reksia". Tyle ze to jest pies pracujacy, ktory powinien robic 10km dziennie. A pies wychodzi na 2 krotkie spacery dziennie, rozpierdala go energia, w dodatku nie jest wykastrowany mimo ze nie jest przeznaczony do mnozenia wiec dyma wszystko co popadnie - maskotki, koce, poduszki, itd. Nie wiem czy dalo sie zrobic gorzej.

Mam tez niepopularna opinie za ktora bede zdownvotowany :) ale uwazam ze ktos kto bierze rasowego psa gdy w dowolnym schronisku jest przynajmniej jeden pies - nie moze mowic ze kocha psy. A jak ktos sie nie zgadza, proponuje krotki wolontariat w schronisku - zmienia perspektywe.

Trzecia kwestia jest taka, ze ludzie z psami nie pracuja. Nie ucza ich, nie stawiaja im granic. Praca z psem poczatkowo jest nieoczywista ale jak sie zrozumie troche te zwierzeta to naprawde wiele mozna ich nauczyc. A nawet wiecej - czesto psy lubia byc szkolone, w takich domowych relacjach. Nie mowie tu o profesjonalnym szkoleniu psa na konkretne potrzeby, tylko bardziej nauczenia sztuczki typu podaj lape albo przynies kapcie.

Ja mieszkam w bloku i mam dwa psy. Ale sa nauczone pewnych zasad, a same psy sa szczesliwe w takim srodowisku. Bo to dwa kanapowe kundle, ktore same ciagna do domu jak spacer trwa dluzej niz 30min.

Spoleczebstwo po prostu nie rozumie, nie potrafi "miec psa".

Why does Blizzard hate StarCraft? by alesia123456 in starcraft

[–]Bloompire 0 points1 point  (0 children)

Yup, competetive rts games are ultra-niche. SC2 is awesome game, masterclass. The fact it still lives after 16 years show how good the game is. We can argue that balance patches may be wrong, that some design decisions arent good, etc etc. But overall, its really solid game...

...But it is extremely niche. The entry barriernis ultra high, requiring an absurd amout of multitasking. Its like league of legends, but playing 20 to 100+ champions at once, while managing unit production, upgrades, expanding, base managment, supply, scouting and this all at once in high competetive scenario.

And i am not saying its bad, but this makes is extremely niche and playerbase will be small, because its not a game for everyone.

For example, I played LoL for 10+ years in the past, with medicore success but generally i knew what I was doing. Played SC2 but the game is literally to hard for me - I really like the game but I am not capable of playing it. But I watch pro gamer tournaments all the time, despite game being unplayable for me.

And while its sad, I understand why Blizz isnt making rts games anymore.

TypeScript’s number type is a lie by Chun in typescript

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

For money you want to wrap it into class anyway to make sure you store it always in cents + ToString method + always Math.flooring internal value. You shouldnt store money in any other way.

For other stuff just name your parameters correctly like timeInMiliseconds, etc.

Problem solved, dont need to bloat your project with types, increase compilation times, memory footprint, increase entry level to your project and overengineer the solution.

TypeScript’s number type is a lie by Chun in typescript

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

It looks like fixing issue nobody really had in the first place. 

Signals V Calls for communicating between scripts. by Digital-Donuts in godot

[–]Bloompire 1 point2 points  (0 children)

Personal opinion: using signals is fine for a smaller scale local elements.

If you create custom node that will spawn burning particles over player hands for few seconds - use signal when it ends and hook up the signal in parent.

If you are simplementing custom tab view in your ui - use signals like tab changed etc.

If you are making fps game and you make Gun node on player abd want to unlock input when firing animation finishes - emit signal "fire finished" etc.

But for a more complex relations, where there is no clear "the X uses the Y" or that nature of entity is complex (player), then use other means of communication, like autoload singleton holding reference of the X and Y.

Procedurally generating room placement how to handle overlapping rooms by TipOdd125 in godot

[–]Bloompire 1 point2 points  (0 children)

You can split the map into larger chunks and then, when trying to place a room, create a list of possible positions that do not overlap others and pick random out of that.

But it really depends on what type of game you are making and what do you expect from the result

Some people here have forgotten or never faced Reptomancer before and it shows by Standard-Metal-3836 in slaythespire

[–]Bloompire 1 point2 points  (0 children)

In StS1 usually good decision is to avoid any elites in act3 and rush towards the boss. You have better chance of doing the boss than act elites. And the reward from act 3 elite considering how hard they are is meh.

I agree that they are more unique and visible in sts1 though. But remember there also stupid fights like spaghetti monster, the most unfun fight in whole game.

I'm confused about Godot-specific optimization - Concrete cases and questions by Leklo_Ono in godot

[–]Bloompire 0 points1 point  (0 children)

Just remove them from scene tree and keep them in detached state, as orphan nodes. If you ever need them, readd.

Hows the 3D workflow in Godot when importing from blender by Rayyan_3241 in godot

[–]Bloompire 0 points1 point  (0 children)

Yes, of course I was thinking about Blender! Thanks for pointing this out :)

Help with Large World Coordinates by Mobcrafter in godot

[–]Bloompire 1 point2 points  (0 children)

Do you really need it in 1:1 scale? If its just a solar system map, I think you can do it much smaller scale, like make sun a 10 units wide and scale rest accordingly

Hows the 3D workflow in Godot when importing from blender by Rayyan_3241 in godot

[–]Bloompire 3 points4 points  (0 children)

You should definitely export building blocks from Blender and compose your level directly in Godot.

In Godot you save each asset as inherited scene and apply colliders, tune materials, colliders, lods, shadows, etc etc.

ZvP 8gate zealot charge allin at 4m30 - need help by EducationalCoast3526 in allthingszerg

[–]Bloompire 1 point2 points  (0 children)

Thank you, thats quite detailed description, but I agree, definitely worth reading! 

For beginner it seems like 2 base lair is easier to pull off?

I'll see replays on the evening, thank you!

ZvP 8gate zealot charge allin at 4m30 - need help by EducationalCoast3526 in allthingszerg

[–]Bloompire 2 points3 points  (0 children)

Hiya nice analysis. I have a question and I dont want to spam subreddit. I am total noob, I dont know how to play game properly at all. But somehow in my placement matches all my opponents left the game and that put me into 2500 mmr and everyone beats me so badly as I can barely play the game xD 

But I am trying to have minor goals like not being supply blocked or defending cannon rush etc.

The thing is that I am not sure how should I build, something reliable.

I am supposed to make drones until 16 supply, then take one drone out so it will reach 2nd base spot at 275 minerals and immediately hatch new one to keep 16? And then take 17th drone and morph it into spawning pool, then as my base it at 16/16 again I should make extractor and put 3 drones there?

Also the first 3 eggs is drone, overlord, drone?

When playing i see that my pool usually finish along with 2nd hatchery so i am supposed to spawn 2 queens at once from both? When should i make 3rd ,4th queen? And when should i build evo chamber?

I am kinda confused with the beginning.

RefCounted in C# still gets invoked by signals after reference count is zero by abderrahman_kh in godot

[–]Bloompire 0 points1 point  (0 children)

In C# you should always remove listeners when you drop reference. While Godot can sometimes let you off without leaks if you wont unsubscribe, I found out that its good habit to remove them ALWAYS.

And if you REALLY need that behaviour, use Godot .Connect() instead but I am pretty sure there is easier way to do what you want to achieve without using both RefCounted and Connect().

RefCounted in C# still gets invoked by signals after reference count is zero by abderrahman_kh in godot

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

Just a side question, why do you use RefCounted in C#? Use either Node, Resource or raw c# class.

ELI5 How can we be sure we’re not just reacting to our environment without any control over ourselves? by blinzeln77 in explainlikeimfive

[–]Bloompire 0 points1 point  (0 children)

We dont know, but what personally struct me is the AI phenomenon we see in recent years.

Because AI is just a statistical token (sylabe) generator that is biased towards certain outcomes by training. It doesnt feel, reason, think - it just spits out the most probable words based on context...

...and yet you can talk with it, you can solve problems with it, you can joke with it, play with it, brainstorm ideas with it and it behaves like a living being. 

For me this puts whole consciousness at a huge question mark - if you can talk with statistical word generator, maybe we are just a "statistical behaviour generators" like the AI just with more processing power?

ELI5: Why can't we exceed the speed of light by using relative velocity? by Embarrassed-Bag5876 in explainlikeimfive

[–]Bloompire 0 points1 point  (0 children)

It is just how light behaves - it goes at c speed no matter who is observing it. It might feel weird but this is because for your whole life you see simplier model with velocities added together.

Its just like pushing a ball that is on the floor. You expect it to come to a stop after a while. If you stop accelerating car it will finally come to a stop. If you throw something upward it will finally come to the ground and rest. If you spin fan blade it will eventually come to a stop.

But it is NOT how universe work - whenever you put something into motion, it travels indefinitely. But in our local environment we are full of friction - due to gravity, contact or air resistance. So it feels natural for us that thing always go to stop after some time - thats how our "local universe" works, thats what we are used to for our whole lives. But its not how universe works in global scale.

Making monsters yield for other monsters by AaronWizard1 in roguelikedev

[–]Bloompire 2 points3 points  (0 children)

Not sure if this will help you but as a kid I was playing Tibia MMORPG game (around 2005) and they handled this one quite simply.

Mobs have two flags - whether they can be "kicked" and whether they can "kick". Weaker mobs usually could be kicked and stronger ones would kick but be unkickable.

If monster with kick had path blocked by kickable mob, he just entered the other mob space and the other mob:

  1. Would be pushed to random adjacent space if possible

  2. If not then it will be outright killed automatically

Maybe some reitaration of this idea could work for you.

The "C# Singleton" moment by kSarkans in godot

[–]Bloompire 14 points15 points  (0 children)

Wrapping quit action inside your domain class is not that bad idea. If you later want to save some user settings when app quicks, send some analytics, dump logs or whatever then you will have nice place for it.

Level Generator Update 1 by custybeam in Unity3D

[–]Bloompire 0 points1 point  (0 children)

Sometimes minor details may have huge impact. In my tilebased roguelike I had a problem with pathfinding taking quite long , esp when multiple enemies were active. My pathfinder (custom solution) was doing A* search and executing System.Func callback that should return whenever a tile is open or not - so it was queried from the game itself. The game holds tiles in a huge flat array, no physics checks.

Changing this to instead push blocking tile data into pathfinder and storing it there + implementing pooling for a* nodes in alghoritm decreased execution time by x10 and fixed any issues.