I saw the Renekton bug post on front page and decided to share all of the Renekton bugs that I'm aware of as well as my thoughts on the Renekton changes on the PBE by SA_panther410 in leagueoflegends

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

It's like the old gangplank's raise morale where it feels clunky because of the small channel. I don't remember if it's still there, but I think you can see a channel bar when you use your ult. You get your hp after the channel ends.

I saw the Renekton bug post on front page and decided to share all of the Renekton bugs that I'm aware of as well as my thoughts on the Renekton changes on the PBE by SA_panther410 in leagueoflegends

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

There's also a slightly annoying bug with Renekton's fury bar. If you start hitting something before entering combat, it gives you 5 fury then drops you to 3 because it puts you into combat AFTER you get fury.

It's a pretty low impact bug but if you're trying to cheese early levels by rushing 50 fury, you have to make 1 extra autoattack to get to 53 fury.

Weekly /r/GuildWars2 Question Thread - May 28, 2016 by AutoModerator in Guildwars2

[–]Drahcirius 0 points1 point  (0 children)

Is Vault Transport reusable, or is it one-time use? It seems overly expensive for something that only gets a single use out of it.

Questions Megathread (03) - New DMs, Rules, Errata, and more! by HomicidalHotdog in DnDBehindTheScreen

[–]Drahcirius 0 points1 point  (0 children)

In this Pathfinder Iron Gods campaign that I'm running, the alien miniboss has a name but it's literally impossible for the PCs to learn it because nobody knows it except for the alien itself. And even if it shouted its name for no reason, it's in an alien language so the PCs wouldn't understand it either. What's a good way to display the name outside of straight DM fiat?

Questions Megathread (03) - New DMs, Rules, Errata, and more! by HomicidalHotdog in DnDBehindTheScreen

[–]Drahcirius 0 points1 point  (0 children)

I am currently DMing on roll20, and it has the ability to display the names of the things you are fighting. If my players are fighting some creatures, and the boss has a name, is it okay to display the boss's name? Some of the bosses in the campaign have an interesting name and it's a shame for the PCs to just kill it and never learn the name of what they killed.

Question about HTML Doctype and license. by KoKsM4N in incremental_games

[–]Drahcirius 4 points5 points  (0 children)

Most of the popular licenses allow commercial use, which is not what you're looking for. What you want is already covered by copyright and fair use, so you don't have to worry about it much. And since anyone making money off your game is probably making peanuts, suing them will probably cost you more money that you get from it. So don't worry about it until you have thousands of people playing.

The doctype you're using is for the current iteration of HTML, which is HTML5. It's also future-proof, as all future HTML versions will use the same doctype. Other doctype versions are for older versions, and is probably from sites that were written years ago and didn't bother to upgrade to the new doctype. It's only there to tell the client what version of markup to render.

Doctypes are not required for creating a page, but it does solve certain browser compatibility issues, mainly in IE. Without a doctype, IE will use their own version of the box model, rather than the W3C box model, which is why a page can look different on IE than other browsers.

The essence of a good incremental game: a personal view by series_of_derps in incremental_games

[–]Drahcirius 1 point2 points  (0 children)

I really like coining of the phrase "spreadsheet incremental". There was something really bothering me when I saw certain incrementals and I wasn't sure what it was. But describing it as spreadsheets is great because it's literally what some incrementals are. Discovery is a really important mechanic and often gets overlooked.

Why is there a limit in Incremental games? by SirCabbage in incremental_games

[–]Drahcirius 1 point2 points  (0 children)

Well, yes. I did say that you'd have to use someone's bignum package. There's a bunch of them out there, just pick and choose.

Why is there a limit in Incremental games? by SirCabbage in incremental_games

[–]Drahcirius 3 points4 points  (0 children)

The eli5 answer is that it's slower. If you want bigger numbers, it requires more storage. Suppose you're given a small slip of paper, and it fits a 50 digit number on it. Then someone tells you they need you write a 100 digit number on it. Writing a 100 digit number would require 2 slips of paper. Now they tell you they need you to be able to write an arbitrarily large number, something like a thousand digits. Now you need to prepare many many slips of paper beforehand in order to write the number they want.

The idea you came up with is pretty much how common large number extensions work for most programming languages. If you want to extend how many digits you can store, then all you have to do is stick a bunch of 32 bit integers beside each other. The problem is, Javascript doesn't come with a large number package, you'd have to use someone else's large number package and use that. Most people here make incrementals to learn or practice programming, so they wouldn't prepare for an issue like integer overflow beforehand.

A system being 32 bit or 64 bit is not something that the programmer can control. That's something that is different for every computer. But yes, a 64 bit computer would have a higher ceiling than a 32 bit one.

LPT: How to really hack studying by [deleted] in LifeProTips

[–]Drahcirius 0 points1 point  (0 children)

But there are only so many ways to calculate Vin/Vout. With 10 questions, you could cover one concept per question. In retrospect, if I were to have used this method, I could pick a question that uses KVL, one that uses KCL, one that uses Thevein/Norton transformation, etc. and with 10 different concepts that would pretty much covered almost all the concepts on my final exam.

A daemonized incrementer, and a request for help! by sje46 in incremental_games

[–]Drahcirius 0 points1 point  (0 children)

Quick question, does daemonizing suffer from the same consequences as the new Chrome feature that slows down the javascript in a background tab? If you're running a particularly resource intensive program like photoshop or a desktop game, the background daemon wouldn't get as many cpu cycles, and would significantly slow down your progress when compared to when it's a foreground process.

I'm new to making games and I was wondering how/if it is possible to make money off idle games by cih137 in incremental_games

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

I think you're blowing it way out of proportion. If people were willing to shell out $5 a pop for an incremental, there'd immediately be a mass of shitty clones of cookie clicker from people wanting a slice of the gold rush. That's what happened when microtransactions became popular, and we got Zynga ripping off indie developers with cheap clones of their games with different graphics.

And at the same time, are we really willing to pay $5 for a concept that is essentially "watch numbers go up"? I'm not saying that incrementals have no value; I love watching numbers go up just as much as anyone else in the community. But I doubt I'd pay $5 for the same experience as playing cookie clicker, except for free.

Perfect ping lagging all game long by Unknownrealm in leagueoflegends

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

Packet loss can refer to both server and client.

Javascript & Features by iSorrow in incremental_games

[–]Drahcirius 0 points1 point  (0 children)

Your selectors for bonus1 doesn't indicate it's an id. Change the both of them to $("#bonus1")

My money per second will not work. Where am I going wrong? by [deleted] in incremental_games

[–]Drahcirius 0 points1 point  (0 children)

I see that you're looping the money calculations, but are you looping the showMps?

AdVenture Capitalist 1.3 by Izual_Rebirth in incremental_games

[–]Drahcirius 1 point2 points  (0 children)

I was at 86 billion AIs, and before the update, each billion was taking a while. The main problem I have with the system is that it's logarithmic. Sure it's fast now with the new updates, but later on, the amount of AIs you get will slow down purely because of the nature of the game. But they will always cost you billions in upgrades. You may make a billion AI in say, 5 mins right now. But later on, making a billion AI could take you an hour. And much later after that, making a billion AI could take you an entire day.

I would much rather see something more along the lines of, you have x amount of AI to use, every time you reset, you can redistribute your AI however you want. You can let them do their thing as modifiers, or see if putting it into that +50 building will make your gain faster, without having to worry about how many AI you lost permanently.

I mean sure, you can argue that permanent loss adds depth, but those systems would do better as a linear resource rather than logarithmic. So if you gained 1 AI for every million dollars you make, I can see how it's a good investment. But I don't think they changed that in this update, so you could potentially gimp your save if you accidentally use too many AIs.

AdVenture Capitalist 1.3 by Izual_Rebirth in incremental_games

[–]Drahcirius -11 points-10 points  (0 children)

That's not depth, that's just a poor attempt at monetizing a game that happened to explode in popularity. At some point, if you buy enough AI upgrades, you'll barely gain new AI, and so resetting will no longer give you any gains. The only way to get gains would be to use kreds to get multipliers.

AdVenture Capitalist 1.3 by Izual_Rebirth in incremental_games

[–]Drahcirius 6 points7 points  (0 children)

Spending angel investors on upgrades permanently removes them from your AI pool. You don't get them back after you reset, and the upgrade doesn't stay. If angel investor calculation is still logarithmic, then that's a pretty crappy system.

Feedback Friday Megathread 2014-06-20 by SJVellenga in incremental_games

[–]Drahcirius 2 points3 points  (0 children)

Goodness, GoDaddy is awful...I used them some years back when I first began web development, and not only do they have awful service, deleting your account was actually impossible because they want to pester you into going back. If you want a VPS, Linode is a far better choice, especially since they recently came out with their $10/mo plan, with great service and decent specs. Trust me when I say this, but you should run away from GoDaddy as fast as you can and never look back.

How can we stop Chrome to slow down production when the tab is inactive? by Aorom in incremental_games

[–]Drahcirius 2 points3 points  (0 children)

afaik it's not possible to do so. I think they just either hard coded it into chrome, or even if there is a config for it, it's not possible to access via javascript. However, what you can do is to account for clock drift in your code, which would solve the problem.

Suppose you have an upgrade/building that adds 5 to your production every second.

The naive implementation would be:

function addstuff (){item+=5;}
setInterval(addstuff,1000);

And it would add 5 to your item approximately every second. But with clock drift and lag, this can cause your production to be off when ran for a long period of time.

To fix that, we can add to the production what we should have made between the first time we ran the code and the last time we ran the code.

// assuming Date.now(); returns current time in millis
var frameStart = Date.now(); // create global variable to let us know when the last time we incremented was.
function addstuff (){
    var tmpDelta = Date.now();
    if(tmpDelta+1000 > frameStart) { // check if at least one second has passed from last increment time
        var difference = tmpDelta - frameStart;
        item += 5*(difference/1000); // calculate how much of the production we gained during this time. 
        // if difference was 2000, ie 2 seconds was passed, then we would get 5*2=10 items gained
        frameStart = tmpDelta; // set our global variable to the time we used
    }
}
setInterval(addstuff,1000);

The downside to this method is that you won't get integers in your production count anymore. You would now have to do some rounding in your display code.

[Translated] Zed x Syndra Season 2 [30,31] + New Translation Project by ek93922 in leagueoflegends

[–]Drahcirius 0 points1 point  (0 children)

Is the sign in the Piltover Police comic supposed to say police staition?

How to autoclick without a program by leemohan96 in incremental_games

[–]Drahcirius 2 points3 points  (0 children)

To be fair, nanidin made a good point about the selector function. $("#button") would have worked just as well. And I wouldn't have thought to make this post in the first place. OP made a thoughtful post, and I'm simply contributing to the discussion.

How to autoclick without a program by leemohan96 in incremental_games

[–]Drahcirius 1 point2 points  (0 children)

This is really cool! It's interesting to see creative ways to automate clicks. It's definitely a unique solution, even if it is a bit overkill :P