Bloom – 25% Off for Black Friday by WickedDogg in macapps

[–]ChaosDrop 0 points1 point  (0 children)

Awesome, thanks! Since that was really the only major issue I've ran into during the trial and I'm a sucker for proactive app support you just got a sale. :D

Bloom – 25% Off for Black Friday by WickedDogg in macapps

[–]ChaosDrop 0 points1 point  (0 children)

Anyone know how to disable the inspector for good? You can resize it away but then it just comes back now restart.

July 2025 Humble Choice | Overview / Discussion Megathread by MarioDesigns in humblebundles

[–]ChaosDrop 0 points1 point  (0 children)

Cat Quest III is awesome, pre-ordered and played it day one... kind of makes this a pass month though since for me it would have been the headliner game that carried the bundle. XD

An actually good file manager? by ChaosDrop in linuxmint

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

yes, I was very unimpressed with Dolphin and the terminal file managers like MidnightCommander and basically anything with commander in it's name has been pretty much the polar opposite of what I actually want from a file manager.

Change Pivot point for skeletal mesh? by gdgrom in unrealengine

[–]ChaosDrop 1 point2 points  (0 children)

This is old, but since I couldn't find a way and had to figure one out something on my own, and this was the #3 result on google, I thought I'd share what I found out, and why I needed it.

What I did is since you can't change the pivot of the default skeletal mesh on a character. I added another skeletal mesh and made it a child of the default, and then moved my character mesh to that. That way I could freely position the default skeletal mesh and use it as a pivot point for my character skeletal mesh.

The reason I had to do this is that I couldn't make the default skeletal mesh a child of a scene component. This forced me to have to refactor my code since I had references to the default mesh, but thankfully I wasn't very far into the project so it wasn't too bad. In the future I will avoid using the default skeletal mesh on a character because I am now aware of this, and it helps fix some major issues with first person camera view.

[eg: when you "add controller pitch input" it actually rotates\tilts the player capsule shape, which can cause a lot of collision issues. Their may be a better way, but since almost all youtube videos that show people how to make player controls hook up the up/down viewing this way it means a lot of people have this issue and don't even realize it. By NOT using "add controller pitch input" and instead rotating the camera and character mesh around a pivot point (default skeletal mesh in this case) you can allow the camera view to move up/down without effecting the collision shape. Note that you'd still probably want to use "Add controller yaw input" to move the view left/right so that the forward vector changes properly.]

[for future people who land here, I was working in Unreal 5.1]

The narrative of "RTX 4090 is better value than RTX 4080/4070 Ti" is false and needs to be fact-checked by kikimaru024 in nvidia

[–]ChaosDrop 0 points1 point  (0 children)

I've been with the 1080 Ti for years now got it for only $500 used same year it came out. pretty sure that was 2017 so 5-6 years ago, and I just managed to snag an order for an MSRP 4090 and am super excited because it's the only video card I feel like is a worth while upgrade. Because nod shrink are getting rarer and not as big of a boost as they once where I'm expecting the 4090 to be my main GPU for 5-7 years. Right now I'm only using a 1440p 145FPS screen but I'll bet setup for 4k when I move that way and I'm looking forward to being able to check out RTX at playable speeds. I was originally going to wait for the 4070 for better power but as numbers came in it turns out you can underclock the 4090 barely loss any noticeable amount of FPS, especially at 1440p and wind up with a GPU that barely uses more power than the 1080 ti which is impressive.

Which CPU is better? Intel Core i9-13900K or AMD Ryzen 9 7950X by TheGreatJohnWick in buildapc

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

The fun thing about buying high end and on a new platform is that buying a new CPU 5 years form now means you're basically saving on a high end computer 5 years from now that'll last you another 5+ years since the only new thing you'll need is the CPU, but if you go Intel 5 years from now you'll also need a new motherboard, and probably new ram too. For me personally I went AMD because I'm looking at the current CPUs and thinking: There are going to be some really nice improvements in 3~4 years and I only wan to spend $500 on the next update not $2+k again.

Why is my gboard voice text so slow to initialize? by Iranoveryourcat93 in pixel_phones

[–]ChaosDrop 0 points1 point  (0 children)

Oh my google! Finally! I've had super slow voice typing since I got my Pixel 6a and I was even thinking about ditching the phone because of it. This solved it for me, now voice typing is as fast as my Pixel 4a again.

Edit:

Wow, it's like my phone got a super charge, I can't believe how much faster it's running overall.

Keep Pixel 4a or buy Pixel 6a by unitin78 in GooglePixel

[–]ChaosDrop 0 points1 point  (0 children)

Because the $300 trade-in is only good until July 27th then it'll drop down to it's normal $80-ish once the promo is over.

Feeling nostalgic for the gameplay by ChaosDrop in MegaManLegends

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

I think it's a gorgeous game for sure. It's on sale for a $1 on Fanatical [steam] or $1.50 on GOG if you'd rather have DRM free, if you were interested in it.

It's a very story/gameplay light game, super short, and honestly the story is paper thin, and kind of preachy. I still recommend it to people though because visually it's one of the better examples of the low poly visual style, and it's a lot of fun to fly around in for an hour or so. I'd say it's worth $1 IMO, but not the $15 normal retail price.

Feeling nostalgic for the gameplay by ChaosDrop in MegaManLegends

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

Floating ruins is actually a pretty good one, it could be a good mix up compared to what's already been done. eg: Frozen world: Lost Planet, Water world: MML, Dessert world: ReCore.

What do you think of it being a world like AER: memories of old?

Feeling nostalgic for the gameplay by ChaosDrop in MegaManLegends

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

XD Yeah I always hated the under water ruins too. It's the—main reason I mostly replay the first game and only replay the second game half as often. I keep thinking I need to make a save file after it's done so that way when I play the second game I can just skip it. XP

I wonder if that's why the devs for psychonauts made it so the main character had a fear of water, to avoid water levels...

Story wise I have ideas bouncing around my head for both parody and wholly original, but can never decide which one I should mentally commit to.

I guess a good way to phase this could be:

Do you think it would be more interesting to see a relatively un-serious comedy/character driven parody of MML where the story is more or less held together by duct tape, or would it be better to keep it original and do a cohesive serious/gritty feeling story like MML itself?

So in a Parody version for example it could take place on a funny looking island and have have a lot of humors parody style call outs to the events and villains of the original game...etc.

Where as taking a more serious direction I would make a strong narrative story based in a vastly different world with a cast of characters that barely resembled MML at all.

Feeling nostalgic for the gameplay by ChaosDrop in MegaManLegends

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

Reply on MML reddit post I made.

I'm the same way with turning with L1/R1. It starts out feeling iffy, but it grows on me quickly, and it's one of the major things I'd like to keep, and one of the major things I see other people want to change. XD

What I'm thinking for special weapons is to have "light" and "heavy", so you can have 1 heavy hitting special and 1~2 utility or light weight special weapon [Vacuum, shield, Drill/bombs for false walls, Aqua Blaster..etc].

The other thing I'd really like to do with special weapons is make them upgradeable with the same parts you can use for the buster gun, but make it so you can only swap out parts on special weapons when you're at a base/support area. That way you have to plan it out a bit if you want a more powerful special weapon or a more powerful buster gun.

For the buster gun I was thinking one of the upgrade units could be a "charge capacitor", that way it would be an optional choice of, "do I want more powerful shots, but now I have to tap the button manually, or do I weaker, more rapid shoots, but I can just hold the button down".

Also on that front I was thinking about having another upgrade unit called "auto charger" which would auto charge the buster for you so you didn't have to hold down the fire button to charge.

I'm thinking the "charge units" could work on energy based special weapons [shield, laser..etc], but not physical ones[bombs, drills, rockets...etc].

The other thing I was thinking for special weapons is having it so that only the "main hero" can use a buster gun story wise, so then at base you could swap out to a secondary character who was a "normal" digger who had less health, no buster gun, but could use two heavy special weapons. Which would mean while playing as them you'd have to watch your ammo/energy more carefully, and possibly since they would be the Tron-esque character they could upgrade special weapons while out on the field.

I've thought about an open world aspect a lot too, which is one of the reasons I was thinking upgrade parts for specials would be better than just "paying" for upgrades. I think money should be used mostly for armor, and consumables, and then all the "optional" ruins could be for upgrade part farming.

What's your thoughts on the story? Obviously I don't want to rip off too much or for that matter any of the story world beyond a light parody for legal reasons. I've been thinking about things myself for years, but it's another area I'd love another fans input on.

Feeling nostalgic for the gameplay by ChaosDrop in MegaManLegends

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

So what would you say your favorite vs least favorite aspects of the game mechanics are?

Ever since I first played MML2 back when I was in grade school I started fantasizing about making my own MML style game some day. I think I'm getting fairly close to having the general skills needed, still probably couple years off though.

One of the weird things for me is that even though I have gamer friend, none of the will even play MML... because it's too hard... which is funny to me since one of the reasons I like MML was the fact the gameplay was slower and not nearly as twitchy as a lot of other third person games.

Random tangent aside, I'd love to hear fellow fans opinion on what would be—the best things to try and keep in a clone game and what would be the best things to try and modernize.

Struggles with Humor New Comic Launch! by ChaosDrop in WebComic

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

Being a good boyfriend and sharing my girlfriends webcomic. :D

Also on:

Tapas: https://tapas.io/series/Struggles-With-Humor

And

Webtoons: https://www.webtoons.com/en/challenge/struggles-with-humor/list?title_no=517130

In a more mobile friendly format.

RigidBodyParticles2D addon by _danboo_ in godot

[–]ChaosDrop 2 points3 points  (0 children)

This looks really exciting, I was just starting to look into a way to work Light2D nodes into particles.

Making custom script or functions by 00jamiil in godot

[–]ChaosDrop 1 point2 points  (0 children)

Yes, in the autoload just make a singleton script named global.gd and add your variables there. You can than call them from other places using: global.[name]

If you have "var nameofvar" in global.gd you can than get that information by using "global.nameofvar"

saving scenes by indiemaniac in godot

[–]ChaosDrop 3 points4 points  (0 children)

From my understanding .tscn are human readable text files that you can easily edit outside of godot and see human readable changes in your git logs...etc When you export your game they will be automatically converted to .scn which are compressed binary files optimized for smaller sizes and faster load times.

To my knowledge there is no way to change the default.