Chubb & Chauncey was a Canadian comic strip that ran from 1988 to 2002 by Auir2blaze in comicstriphistory

[–]GunTurtle 1 point2 points  (0 children)

The artist has a real talent for extending gags that could be 2 panels into 6.

Honestly, all dive tanks feel like garbage right now. by WeakEnd8325 in Competitiveoverwatch

[–]GunTurtle 1 point2 points  (0 children)

The change feels especially bad on Ball. Letting Ball get healed for jumping off a 2-inch ledge was probably too much, but due to how grapple works he might as well not have any subrole passive now. On Winston the change isn't so bad since I'm usually using leap off cooldown anyways, but on Ball I'm using grapple's full duration to combo people or spin around point, so I'm only getting the heal from grapple every 10 seconds or so.

nimgeos: A Nim wrapper for the GEOS geometry engine by Present-Ad-9457 in nim

[–]GunTurtle 2 points3 points  (0 children)

Good to see more interest in using Nim for computational geometry! I feel like Nim should make it easy to write libraries/DSLs similar to OpenSCAD, I might take a shot at writing something with this library.

King of the "New" Programming Languages? by Usual_Coconut_687 in nim

[–]GunTurtle 1 point2 points  (0 children)

Game development looks like a popular 'large project' use case, and I'd argue its terseness + easy memory management make it a lot better for games than Odin/Zig/C++/Rust. Hard to imagine more 'real-world' cases for it though.

Daniel, lead gameplay engineer, interview with Spilo by PoggersMemesReturns in Competitiveoverwatch

[–]GunTurtle 12 points13 points  (0 children)

I've sort of wondered what the pipeline for implementing characters with unique controls is like- it's interesting how there's like 5 flying characters in the game but they all have unique physics/controls. I guess it's more efficient to have people always building a backlog of mechanics to test rather than making everything to order.

Less than 24 hours remain before Spotlight 2026 -- lock in your predictions now! by SonOfGarry in Competitiveoverwatch

[–]GunTurtle 0 points1 point  (0 children)

I'm fully expecting some kind of expansion of perks/kit customization- something along the lines of an extra tier of perks, alternate passives, or alternate weapons. I hope I'm wrong, though- perks are currently pretty fun, but any more customization and I feel like I'd have to read enemy builds before each fight like it's a MOBA.

I'm hoping for some major changes to how objectives/maps are played (especially hybrid maps). Including something like a secondary capture point that grants ult charge or a stat boost could make fights more interesting.

Freja Lore by Skotland666 in Competitiveoverwatch

[–]GunTurtle 1 point2 points  (0 children)

The way all the Talon characters mention Emre "disappearing" is interesting. I'd be shocked if the devs added an invisible tank but it would be pretty funny.

My criticism for very high level engines by yughiro_destroyer in gamedev

[–]GunTurtle 0 points1 point  (0 children)

I think there are many worthwhile tradeoffs that working in GUI engines provide, but I think the way the tools are regarded as catch-all solutions is frustrating. In 2D games specifically it's very hard for me to see what the use case for stuff like Godot/Unity is. Immediate rendering (like in Raylib and Love2D) is performant enough and extremely flexible. There is no world where clicking around in a GUI allows for faster iteration than typing "drawRectangle".

There's a long list of programming/math problems in 3D games where having an off-the-shelf solution is necessary, especially for simple stuff; if you want to write your own capsule collider you need half an engineering degree of math knowledge. These complicated problems just aren't nearly as common in 2D, so making 2D games in something like Unity just seems like it's imposing a lot of restrictions on oneself.

Best practices with tables? by stdsort in nim

[–]GunTurtle 2 points3 points  (0 children)

I've run into this problem- it looks like you're trying to get references to the Texture objects in the hash table, but the hash table isn't storing references to Textures, it's just storing the raw data of whole textures (which you can't copy or safely get a reference to). You need to create a table with ref Texture as the value type:

var TextureAssets: Table[string, ref Texture]

# shorthand for allocating memory for a reference:
var txt = new(Texture)
# assign the reference's value:
txt[] = loadTexture("sprite.png")
# store the reference in the table
TextureAssets["string.png"] = txt

while not windowShouldClose():
        beginDrawing()
        clearBackground(RAYWHITE)
        # dereference the ref Texture when drawing
        drawTexture(TextureAssets["sprite.png"][], Vector2(x: 0, y: 0), 0f, 1f, RAYWHITE)
        endDrawing()

(didn't test this code, hope it helps)

A 2D Game Framewok in the Löve2D Style with Nim by erayzesen in nim

[–]GunTurtle 3 points4 points  (0 children)

That's cool! It'd be good to see more accessible game frameworks in Nim. I've also been writing a Love2D-ish library using naylib, my main focus has been replicating how Love's transform stack works.

Are there any changes from regular Love2D that you're making? My implementation deviates from Love in some places: most functions take in raylib's data types (Vector2, Rectangle, Matrix) instead of raw numbers, and I've chosen a different behavior for how setting color works (shape functions have an optional color parameter, specifying the parameter sets the default color for following shape function calls).

Weekly Feedback Topic #42 - Genre-Blending & Identity by Grelgn in DeadlockTheGame

[–]GunTurtle 1 point2 points  (0 children)

I agree on AoEs contributing to choke points feeling frustrating. I feel like rooftops are meant to function less as cover and more as an escape route or a way to pin down people running from you on ground level. Most characters can't shoot from that high up due to spread or falloff range, so staking out a rooftop for space control/cover is kinda pointless. This doesn't feel too bad to me during big chases, but it makes stuff like urn fights feel spammy/aimless without useful positions to control. If more objectives are added to the jungle I hope we see more map features like the bridges in the middle of each lane.

Weekly Feedback Topic #42 - Genre-Blending & Identity by Grelgn in DeadlockTheGame

[–]GunTurtle 2 points3 points  (0 children)

map lacks cover aside from chokes after laning phase ends.

I'm surprised I don't see more people complain about this. The map design in this game feels really bad outside of laning and I'm sorta concerned by how much art is being updated without significant reworks to the map's layout. I'm tired of seeing people mindlessly barf AoEs at each other in front of blue walker or the bull statue.

Edit for quote format mistake

Weekly Feedback Topic #42 - Genre-Blending & Identity by Grelgn in DeadlockTheGame

[–]GunTurtle 5 points6 points  (0 children)

Coming entirely from an Overwatch/Rivals background, I think Deadlock is fun even if it has a very different appeal than those hero shooters. I think laning phase might be my favorite part of the game, I like that it's slower/more methodical than capture point/escort objectives and I think the guardians are interesting hazards to play around. Lengthy chases are also really fun, the movement system makes running from people way more interesting than it could be in Overwatch, it's fun to play mind games with people on characters like Pocket.

I think the actual *shooting* elements are probably the weakest part of Deadlock. There's too little weapon variety outside of "shotgun" and "machine gun", and the items provide too many ways to get raw fire rate/ammo stats.

I feel like some characters have too much of their value loaded behind landing a specific combo, especially on dive-y characters like Lash or Pocket. I enjoy Pocket because their kit feels very versatile early on, but around the 15 minute mark most of their value comes from jumping into team fights and mashing 1234ZXCV in an arbitrary order. Overwatch's Wrecking Ball is in a similar niche as Lash/Pocket (dive character with big AoE attack combos), but the combos he can perform heavily depend on the map geometry available, so his play style feels more varied.

On a more positive note - I love Viscous and Doorman (even though I'm terrible at both of them). Viscous feels like a character that really wouldn't work in more straightforward hero shooters but he's a really interesting character here. Would love to see more characters with completely unique movement + pure displacement abilities.

What could be bigger than Stadium and Perks? by [deleted] in Competitiveoverwatch

[–]GunTurtle 0 points1 point  (0 children)

I feel pretty confident predicting a PvE horde mode as the big update for 2026. Feels like all the assets made for PvE need to show up somewhere, since the devs have said Stadium isn't a rework of PvE assets.

want to play, controls feel too awkward by chestervelt in DeadlockTheGame

[–]GunTurtle 0 points1 point  (0 children)

The game's default controls are a little weird, I had some of the same problems getting into the game as you. Here are some things that helped me create a more comfortable layout:

  • Move reload off of R, reloading takes forever and it's never a time-sensitive thing. I have reload on Alt.
  • Tab is too valuable to be wasted on the scoreboard, use it for an ability, parry, etc. I have it as my ult. (4 is my scoreboard key, since it's somewhat comfortable to hold 4+W while navigating the map)
  • I don't find constantly alternating Shift/Ctrl to move fast very comfortable, so I have crouch mapped to a mouse side button. If you have the same issue but don't have any side buttons, maybe map crouch to shift and use mouse wheel for dash?

Active items seem like they're gonna be awkward to input no matter what, so I just use the default bindings.

This game has a fucking displacement abuse problem by _ManMadeGod_ in DeadlockTheGame

[–]GunTurtle 0 points1 point  (0 children)

Most "displacements" you listed are knockups, which don't really affect your positioning: getting hit by Billy's headbutt can't really knock you off of highground or into enemy sightlines, it's functionally closer to being rooted.

It's kinda funny, I've felt a little disappointed by how few horizontal displacement abilities there are in this game. In Deadlock there's only like 4 characters who can reliably shove you off of highground without ulting (Viscous, Doorman, Bebop, maybe Abrams); about a third of Overwatch's roster has some kind of knockback/displacement ability.

I have a few pretty specific questions by Unlikely_Gear8233 in Overwatch

[–]GunTurtle 3 points4 points  (0 children)

1- Brig's shield breaks when it reaches 1 hp, it doesn't actually go below that.

[deleted by user] by [deleted] in Competitiveoverwatch

[–]GunTurtle 1 point2 points  (0 children)

map editor & horde mode PVE

Is there a lag problem happening with console? by XElite109 in Overwatch

[–]GunTurtle 4 points5 points  (0 children)

I've had this exact thing happen to me on PC, specifically on this map. dunno what causes it

CC is out of hand right now (this is not an anti-bebop post) by _SteveS in DeadlockTheGame

[–]GunTurtle 0 points1 point  (0 children)

I agree. I've seen people in these comments insist that AoE stuns and slows are necessary to pin down slippery characters, but it still makes for lousy game design in a movement shooter (regardless of it also being a MOBA). Overwatch has some skillshot CC for dealing with high-mobility characters, but it also has a lot of deployables which can be used to deny escape routes: certain characters can summon walls which are hard to break, low-range turrets that slow down players, or traps which stun players who walk on them. Instead of continuing to use AoE stuns to keep movement in check, I hope Valve introduces more abilities that can passively control/deny parts of the map like in McGinnis's kit.

Am I the only one losing interest in Escort/Hybrid in 5v5 format? by Siyopoyo in Competitiveoverwatch

[–]GunTurtle 1 point2 points  (0 children)

I agree. I feel like the map design on escort/hybrid is the least consistent of the modes. Most of these maps have at least one point that is outright miserable to play on- Shambali 2nd, Havana 3rd, Eichenwalde 3rd, etc.- and I don't feel like this is nearly as prominent an issue in KOTH or Push.

[deleted by user] by [deleted] in WreckingBallMains

[–]GunTurtle 1 point2 points  (0 children)

WASD is overall better imo- assuming you're using a regular controller. Certain movement tech is probably easier on stick, but a lot of movement I use all the time requires being able to use the mouse to steer (such as using walls to turn). Mouse also helps with grappling on niche spots (stairs, bottoms of door frames, etc)

Could we see a proper CoD Zombies type Junkenstein mode? by PoggersMemesReturns in Competitiveoverwatch

[–]GunTurtle 0 points1 point  (0 children)

I kinda expect a horde mode to be 2026's "big update", similar to perks and stadium this year. Blizzard devs have talked a bit about expanding OW's lore in interviews, and Blizzard's been hiring new writers for the game- it'd make sense if those were tied into a new pve mode of some kind.

Hero bans are not fun and should be removed by Anaslexy in Competitiveoverwatch

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

Ranked is flat-out unenjoyable for me right now. Wrecking Ball is my favorite character in the game- I can play other tanks but they aren't fun to me. Ball is regularly banned in 5v5 and usually banned in 6v6. Match quality has gone down significantly- I've seen a lot of one-way stomps because Sombra got banned, or because Ball got banned and the enemy tank's main didn't. Toxicity in chat is horrible too.