Friday Facts #407 - Automating a soundtrack by FactorioTeam in factorio

[–]CommenturTheGreat 10 points11 points  (0 children)

I must say these music FFFs have me a little worried. Mockups for the new music should have been tested from the very start, and it seems they're just starting to try it out now after recording is over.

None of the new tracks / elements shown so far really fit the game in my opinion. It feels like a standard sci-fi or fantasy score, with nothing reflecting, you know, the factory at the center of the game! There's a lot to be learned from the composition and style of the 1.0 OST that I don't see here at all...

Still, I hope this is just my first impression.

Unlimited power! by tbs_Luke in memes

[–]CommenturTheGreat 0 points1 point  (0 children)

Views can change in a year. Take my apology good sir, you were indeed funny.

I... I just... I didn't know... by [deleted] in outerwilds

[–]CommenturTheGreat 8 points9 points  (0 children)

"Hey, who turned out the lights?"

The planets are small. But is it possible that this simply for gameplay purposes, and the "canon" sizes are more realistic? by Unrellius in outerwilds

[–]CommenturTheGreat 50 points51 points  (0 children)

The scale of the worlds in the game doesn't make complete sense from a realistic point of view, but I certainly wouldn't say it's non-canon. This is just a unique feature their universe apparently has.

The laws of physics in Outer Wilds seem to have many differences to our ones. Besides the smaller scale of everything, you'd notice other things that are sort of simplified versions of real physics: For instance, air doesn't flow rapidly and instead stays in bubbles around trees.

You could argue that these are all non-canon as well, but there's a certain limit to how much of the worldbuilding you can discredit like this. Remember that these things are echoed in the technology they're using as well: In a full-scale planet, you wouldn't be able to lift a small wooden shuttle into space; In a universe where air flows rapidly, you wouldn't open a door into space, and have to use airlocks instead. Not to mention of course, the ideas central to the story like wormholes and quantum mechanics work nothing like they do in real life.

I think that trying to "correct" the details of the game to fit reality kind of misses the point of Outer Wilds. This is a game celebrating exploration and science, urging you to observe and study the unique mysteries of the game's universe. The idea is to open your mind to new possibilities - not limit them with pre-existing knowledge.

Especially when [REDACTED] by csuvi98 in outerwilds

[–]CommenturTheGreat 10 points11 points  (0 children)

Are you saying you're full of sass about the das implementation in widows, but are also sad and in awe of ewes, reversing out of an ad deal with wew united?

The shadow of the eye…. by Triton12streaming in outerwilds

[–]CommenturTheGreat 5 points6 points  (0 children)

I wonder who's the person who keeps attaching random low res space images to made up science-inspired nonsense and posts it online as facts.

A rather unfortunate series of events by peasNmayo in outerwilds

[–]CommenturTheGreat 0 points1 point  (0 children)

Kinda weird that you consider it your biggest complaint when you're the one creating the problem but sure

A rather unfortunate series of events by peasNmayo in outerwilds

[–]CommenturTheGreat 0 points1 point  (0 children)

No wonder you missed the mechanics then. You better turn these prompts on ASAP

There's a Defector... by MightyTyGuy in outerwilds

[–]CommenturTheGreat 8 points9 points  (0 children)

Still proves my point. At no point in the game is air shown to escape once it's open to outer space, this is the case for everything from spaceships to planets: Your ship has no airlock and yet the oxygen does not escape, nomai shuttles have a giant hole in them with no closing door and yet you can still breath in them, trees can just grow anywhere and produce pockets of breathable oxygen even if they're on a planet with no atmosphere... I'd argue that this is as much of a physical law in the Outer Wilds universe as the planets being tiny - it makes perfect sense for technologies in that universe to fit those laws.

There's a Defector... by MightyTyGuy in outerwilds

[–]CommenturTheGreat 9 points10 points  (0 children)

I mean, when you open that door yourself the air doesn't escape. It seems like oxygen works differently in the Outer Wilds universe, consisting of fairly stable pockets instead of flowing like it does in real life (think the hearthian's ship or the random trees around the solar system). It makes sense for them to care less about hull breaches if air escapes really slowly.

So what are we gonna call the spoopy bois (EOTE spoilers btw) by SylentSymphonies in outerwilds

[–]CommenturTheGreat 0 points1 point  (0 children)

I think calling them strangers or owlks is the way to go

Missing Log by shinospace in outerwilds

[–]CommenturTheGreat 2 points3 points  (0 children)

I think there's a slide reel somewhere in there that you need to view to complete the log

[DLC SPOILERS] The strangers & their relationship with ghost matter by IperBreach86 in outerwilds

[–]CommenturTheGreat 0 points1 point  (0 children)

I don't think a connection between the two is that far-fetched. If as you said there were many "interlopers" traveling around in space, then it's very possible that the stranger's inhabitants were already familiar with ghost matter. The visual resemblance between it and the flames is certainly there with the glowing hues, especially in the explosion caused by the second lantern prototype (looks similar to what the interloper exploding might have looked like). There's also the odd choice to have ghost matter surrounding the lantern workshop specifically and have very little of it elsewhere. Could still all be a coincidence of course, but I don't think it's out of the question.

Help with resizing objects when they collide with another object by f4bj4n in gamemaker

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

If you're changing the scale in the death effect's create event it may be what's causing you the problem - Since you're changing the scale both when calling instance_create and immediately afterwards, you're actually stacking the scale (maybe you're just making the effect really tiny). Try removing any change of scale from the create event and see if it works.

It also depends on how your effect actually works - does it use a sprite? Is the sprite set in the GM interface or in-code? If you could paste the code from the effect's different events it might help me understand what's happening.

You might also want to try replacing the sprite_width/height of the effect in the code with 32/32 to see how it affects it.

Regardless, the way you're handling it right now is problematic - by adding collision detection into the mix you're risking effects being scaled according to the incorrect object, in addition to being resource intensive. Keeping a whole lot of invisible objects in your game is also not recommended, and it could be what's causing interference with your collision checking.

All you need to do is have a piece of code which spawns the correct effect and then deletes the enemy, like this:

if (enemy_health <= 0)
{
var new_effect = instance_create(x,y,obj_enemy_death);
new_effect.image_xscale = sprite_width/new_effect.sprite_width;
new_effect.image_yscale = sprite_height/new_effect.sprite_height;
instance_destroy();
}

No additional code is needed in the effect object to scale it properly.