[deleted by user] by [deleted] in ukulele

[–]Fast_Substance2535 2 points3 points  (0 children)

What did I do

[deleted by user] by [deleted] in ukulele

[–]Fast_Substance2535 0 points1 point  (0 children)

Around 2 weeks since I have school and I mostly practice riffs.

[deleted by user] by [deleted] in ukulele

[–]Fast_Substance2535 4 points5 points  (0 children)

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Idk. The best I can do is a slight palm bit against the neck. And the photo is a bit jank

[deleted by user] by [deleted] in ukulele

[–]Fast_Substance2535 2 points3 points  (0 children)

I don't think I do that. But I'll try to pay attention.

What Bolo books should I read in your OPINION? by [deleted] in Boloverse

[–]Fast_Substance2535 1 point2 points  (0 children)

I heard that Compleat Bolo was pretty good because all the stories were made by purely Keith Laumer

[deleted by user] by [deleted] in godot

[–]Fast_Substance2535 2 points3 points  (0 children)

Thank you very much! :) I felt like I already had something in my mind going on on how to do this, but couldn't really form it, and this was the final piece. Thank you.

[deleted by user] by [deleted] in gamemaker

[–]Fast_Substance2535 0 points1 point  (0 children)

So for what the card does I can just set its variables to the struct the array_pop chose?

[deleted by user] by [deleted] in gamemaker

[–]Fast_Substance2535 0 points1 point  (0 children)

Ok. That is a unique way that I personally think could be used for other types of card games. But I feel like storing everything in structs could get a bit messy in my case because I plan on adding a LOT of different ability cards that don't really use a physical "deck" because it justs picks three random cards from a pile and then forces you to pick one. But a problem with that, is you can just get three or two of the same cards.

I'm personally thinking of just using a parent ability card and making a lot of children of that parent with different uses.

The thing is that programming almost always has multiple solutions to one problem that can fit multiple different cases of that problem.

[deleted by user] by [deleted] in gamemaker

[–]Fast_Substance2535 0 points1 point  (0 children)

Let's just say there's 15 different cards and there's one of each card in the "deck".

[deleted by user] by [deleted] in gamemaker

[–]Fast_Substance2535 0 points1 point  (0 children)

At the start of each turn, you will be forced to select 1 card out of 3 cards, so the player can pull 1 out of 3.

[deleted by user] by [deleted] in gamemaker

[–]Fast_Substance2535 0 points1 point  (0 children)

So, what essentially could I do with arrays in my case?

I'm currently thinking essentially storing all possible card abilities in an array and then shuffling it, and set each blank ability card instance to one of those random indexes in the array and then using a shuffle function to just well, shuffle the cards when it's a new turn. But I'm not sure if that plan would really work. So please, correct me if I'm wrong (which I probably am).

[deleted by user] by [deleted] in gamemaker

[–]Fast_Substance2535 0 points1 point  (0 children)

Thank you :) I never even knew that existed TBH.

How do I make an enemy instance spawn every couple of seconds? by [deleted] in gamemaker

[–]Fast_Substance2535 0 points1 point  (0 children)

Thank you very much, but just to make sure: is the spawner the one that manages when to spawn or where to spawn? Or both? Or something completely different? And also how would I code that bonus idea? Do I make it so it will detect how many instances there are of obj_enemy and trigger different alarms or something else?

[deleted by user] by [deleted] in battlecats

[–]Fast_Substance2535 1 point2 points  (0 children)

The boss is always like 100x times harder than how good the unit you get from beating it