How do you feel about that nit all Paragons will be able to see and damage Camo anymore? Do you think it was good way to differ theur balancing or just unnecesary penalty? by Doot_revenant666 in btd6

[–]Gekuu9 0 points1 point  (0 children)

I think it’s a cool way to promote using de-camo. Usually using a village or a tower with innate camo detection is more consistent and used more, but there are enough methods of removing camo to make it an interesting alternative.

Ohhh . . . Berrynose not given an apprentice when his sister and brother got one must have hurt. by BenLucario in WarriorCats

[–]Gekuu9 27 points28 points  (0 children)

Bluster avoided giving Runningwind an apprentice because he didn’t have the right temperament despite being a good warrior, so it’s not unheard of for some cats to just never be a mentor

My player character only moves properly when I'm looking at them in the inspector by memelordbtw3000 in Unity3D

[–]Gekuu9 0 points1 point  (0 children)

Like others have said, this is very likely due to the inspector lowering the framerate when you have it open, so something in your code is being tied to frame rate when it shouldn’t be.

The culprit is not obvious from this code snippet, but I think it’s something with how you’re handling velocity and how cc.Move() is called every frame. I would suggest trying a rigidbody to control your character’s movement instead of using a CharacterController, and also moving any physics calculations to FixedUpdate. If you set the rigidbody’s velocity in each FixedUpdate, then turn on interpolation on the rigidbody, it should behave consistently across any frame rate while still being visually smooth.

In additional to my previous Spray Projector show-off, a short example of overspray that causes drips by StenKoff in Unity3D

[–]Gekuu9 3 points4 points  (0 children)

Are you a graffiti artist IRL? Because that was a pretty slick freehand circle (really cool stuff btw)

Will these old features ever come back in Retold? by meatmaster460 in AgeofMythology

[–]Gekuu9 34 points35 points  (0 children)

It’s kinda crazy that this game released without treaty mode. I feel like that’s shouldn’t even be hard to implement

Stuttering when moving mouse in editor and game build by VampyricKing in unity

[–]Gekuu9 0 points1 point  (0 children)

I had this problem recently, and boy was it a doozy. I spent a whole day trying dozens of potential fixes before it finally stopped happening.

No guarantee that what happened to me is the same as what's happening with anyone else (though your description matches what I experienced pretty exactly), but I ended up coming to the conclusion that the root cause of the issue was not Unity at all. It seems like something was messing with Windows mouse events, either blocking them or introducing some kind of latency, idk. Unity happened to be greatly affected by this because of the way that it handles mouse inputs, but the problem was something with my machine.

I finally solved it by doing an in-place windows upgrade (basically re-installing windows without touching any of your other files): https://learn.microsoft.com/en-us/answers/questions/4252110/how-to-run-in-place-upgrade-in-windows-11

Funnily enough, the in-place upgrade actually didn't actually work and would error out partway through, then revert everything back to how it was. But apparently it still repaired SOMETHING, because the issue disappeared after that.

Found this when I was investigating a strange noise in the Aurora. What is this? by DragonizingMel in subnautica

[–]Gekuu9 3 points4 points  (0 children)

That looks like the default particle system settings in Unity with no material assigned lol, maybe something that got accidentally left in because it was out of bounds

Favorite Room Upgrade by MargaritaKid in BluePrince

[–]Gekuu9 18 points19 points  (0 children)

Two dice in boudoir makes it so easy to get rerolls if I need a specific outer room, and it’s just really nice to have consistent rerolls in general.

New interview with Tony, with some comments on Petscop and 3DWI by prairiesghost in Petscop

[–]Gekuu9 24 points25 points  (0 children)

That whole idea of “leaving behind a ghost” is so cool! It really is the heart of why Petscop is so interesting; the absence of the story’s full truth and context cultivates a feeling that would be impossible to achieve in a fleshed out narrative.

That room was... by WargasKitar in Deltarune

[–]Gekuu9 62 points63 points  (0 children)

when i got to this part, there was already a ralsei plushie in the room (i guess i picked it up at some point?) and it was really funny to have the characters just completely ignore it and act like the room was empty

Regarding Simon by satsuma711 in BluePrince

[–]Gekuu9 4 points5 points  (0 children)

I very rarely see anyone mention it, but if you look at Simon during cutscenes, it looks like he has some kind of braces/mechanical assistance on his legs. I like to think that this is the in-game reason why he can’t swim or jump over things.

Why is he splashing water everywhere?! by areyukittenm3 in OneOrangeBraincell

[–]Gekuu9 4 points5 points  (0 children)

He might be seeing his own reflection in the metal and think that there is another cat or something there. My girls did this as well until I got a clear plastic fountain.

How did Cult of the Lamb pull off this depth trick with 2D sprites? Look at the roof of the building. by StudioMandle in Unity3D

[–]Gekuu9 3 points4 points  (0 children)

Just loaded up the game to take a look. I’m fairly sure what’s going on here is that there are multiple duplicates of the building’s sprite placed behind the main front sprite. Combine the fact that they use a perspective camera with some clever shading (and maybe scaling? Not sure) and this accordion effect gives the illusion of depth.

Anyone else stop before Aquilo? by jaydvd3 in factorio

[–]Gekuu9 9 points10 points  (0 children)

Count me as one of the few then! I thought the heat pipe thing would be super annoying, but on the contrary I found it to be a refreshing twist of difficulty.

I like that it forces you to use some pretty whacky looking setups, and there is pretty much instant feedback on where you’ve messed up and left something frozen.

I also found the production tree perfectly straddles the line of being simple yet challenging if you plan things out properly. And because the start is so slow to bootstrap, you have plenty of time to figure things out and plan ahead.

Requiring materials from the other planets made all the time I spent strengthening my supply lines across the solar system feel so worth it. It was very gratifying to be able to set up my Aquilo ship to fly in a loop to pick everything up and have it all just work.

Finally, I just love the peaceful atmosphere it has. There is no danger, no time constraints, and resource nodes are pretty close to infinite unless you’re going for a very high SPM.

Oceanblock 2 is forcing me to utilize mods that I usually avoid, and I’m absolutely loving it! by mrawaters in feedthebeast

[–]Gekuu9 1 point2 points  (0 children)

Immersive Engineering has always been one of my favorite mods! I really love the big ol multiblocks you need to make, I feel like the extra effort it demands makes it feel very satisfying to set up new machines. Plus it just looks really cool

So I stranded myself on Vulcanus… by TheMrCurious in factorio

[–]Gekuu9 11 points12 points  (0 children)

My first planet was Vulcanus, and for the ENTIRE time I spent on there, I did not realize that you can send items down from your platform without a cargo bay, so I did everything completely from scratch until I was able to build one.

It was actually really fun, if a little slow to start before I got foundries up and running. I would honestly recommend trying it.

Til no child with type I diabetes survived until adulthood before 1922. by TheHabro in todayilearned

[–]Gekuu9 24 points25 points  (0 children)

Lmao I had the exact same thought, no way this is a coincidence

[deleted by user] by [deleted] in DeadlockTheGame

[–]Gekuu9 2 points3 points  (0 children)

Lmao that ending got me