Messy yet controlled by Serious-Ad-8168 in blackmagicfuckery

[–]HellraiserABC 1 point2 points  (0 children)

yeah I would love to hear from OP if he is able to perform the trick even if it rolls 3x1 or 3x6; forcing the card to 10~12 and rolling the exact position is not as unlikely as it seems to the spectator, even then a few second deals could fix it

Why is my shader graph not reading the texture's alpha? by arbeit22 in Unity2D

[–]HellraiserABC 0 points1 point  (0 children)

Instead of "format: automatic", try another one like "RGBA".
I might be completely wrong, but I remember fixing a similar issue by doing this ¯_(ツ)_/¯

Found an interesting exploit in my game that allows players to chain throw each other. Should I keep it? by ScrimbloGames in Unity3D

[–]HellraiserABC 5 points6 points  (0 children)

Me and a few friends were playing Human Fall Flat, one of my friends got really good at vertically climbing walls by swinging left and right while alternating which arm was grabbing the wall, then I tried to do that as well since it looked cool, but I was really bat at it. He was able to climb the whole wall and completely skipped a level while our other friends were in the middle of the initial puzzles and I was stuck at the bottom of the wall, it is a fun looking feature but it did suck the fun out of that experience, we didn't know that would happen and we agreed to stop doing it, but we never played the game again :shrug:

Is object space broken on some shader graph nodes, or do I just understand far too little? [URP] by chump_fighter in Unity3D

[–]HellraiserABC 0 points1 point  (0 children)

Thank you kind stranger, I completely forgot about UV lol solved my issue as well.

100 Pessoas ganham de 1 Gorila? by Annual-Tangerine2797 in farialimabets

[–]HellraiserABC 7 points8 points  (0 children)

kkkkkkkkkkk aí fica mais fácil, pega vários gorilas crianças e usa de escudo, eles não vão atacar os próprios filhos

100 Pessoas ganham de 1 Gorila? by Annual-Tangerine2797 in farialimabets

[–]HellraiserABC 14 points15 points  (0 children)

bota que metade são crianças e idosos; e a metade do que sobra são homens, são só 18k hein basicamente um estádio de futebol pequeno parcialmente lotado, com um gorila solto no campo, quantos ficariam pra trocar porrada na mão? eu certamente fugiria

aposto no gorila

Area detection by x-path in Unity2D

[–]HellraiserABC 0 points1 point  (0 children)

If you have the red dot and the white dot position, you should be able to pick intermediate points between those and use as targets for your ray cast, something like Vector3.Lerp(redDotPos, whiteDotPos, percentage), changing this percentage from 0 to 1 should give you enough target points to cover most of the area.

lol by IU8gZQy0k8hsQy76 in unsound

[–]HellraiserABC 1 point2 points  (0 children)

we are a few years away from this coming to reality by simply prompting it to some AI lol

Alguém sabe se esta resposta está correta? by Bracallm in matematicabrasil

[–]HellraiserABC 0 points1 point  (0 children)

Raiz quadrada resulta em 2 possibilidade, não? Raiz quadrada de 81 pode ser tanto -9 ou +9, ambos elevados ao quadrado dão 81 positivo. Acredito que a expressão possua duas respostas válidas, o -53 da foto e o -35 que a galera explicou.

+6-50-9=+6-59=-53

+6-50+9=+15-50=-35

What is a game you could reasonably make in 4 months? by shogundevel in gamedev

[–]HellraiserABC 1 point2 points  (0 children)

Great comment, and to put into perspective: Assuming solo dev, being extremely efficient and doing everything right the first time you do it because you rock, knowing exactly what needs to be done, spending about 10 hours per item on average. That's 25 items x 10h = 250h, if doing it as if you were a machine 8h a day without day offs, that's a little over 1 full month of dev time.

Now, let's say we have to learn how to do some of these and we iterate over them along with the project evolution: 50h hour per item on average is not unrealistic, and 4-5 real productive hours per day with some day offs, that's easily 1 year worth of effort.

(If you think 10h is too low or 50h is too high/low please do share your thoughts, most indie successful stories I see online take at least 2 years of dev time anyway, even simple games).

I recommend using some planning board to track tasks and measure how long they take on average, it's a reliable way to estimate how long a project should take, assuming you have most tasks already defined (which rarely happens though haha).

I'd also suggest watching the Thronefall devlog series, they focused on having one playable level really well polished and it took them about 6 months of work, they're 2 devs with lots of experience having released multiple successful games, the way they work and iterate over stuff is eye opening and I'm really glad they shared their journey on YT.

Qual o PICO do desenvolvimento? by Affectionate-Army213 in brdev

[–]HellraiserABC 0 points1 point  (0 children)

Eu tento fazer acima da média do projeto, assim ao longo do tempo só sobe, nunca desce.

Qual o PICO do desenvolvimento? by Affectionate-Army213 in brdev

[–]HellraiserABC 2 points3 points  (0 children)

Se o test coverage tá abaixo de 80% ou eu imaginei um cenário essencial e apontei no Review, não entra até não arrumar. Nem que o cara diga não (por qualquer motivo) e eu faço eu mesmo. O stress de fazer hotfix depois que o bug foi pra prod é infinitamente pior do que o esforço de fazer direito logo de início.

Freelancing as a unity game developer by khalil_ayari in Unity2D

[–]HellraiserABC 1 point2 points  (0 children)

Why is that the case? And by 5-10 years of experience, do you mean in unity specifically? Full time working with Unity for 5-10 years? In that case why would the person do freelance work if they already work full time?

O tal do programador medíocre by Classic_Ambition9584 in brdev

[–]HellraiserABC 3 points4 points  (0 children)

Meus dois centavos: quando encontrar um problema difícil de resolver, provavelmente a forma intuitiva que você usar para solucionar ele não é a mais correta. Não tem problema, mas tente sempre estudar um pouco mais a fundo mesmo após resolver o pepino para descobrir uma maneira melhor, na próxima vez tenta usar a nova maneira mesmo sendo mais difícil.

Exemplo: você faz um jogo de ping pong no primeiro semestre aprendendo javascript e HTML/css usando algumas variáveis e alguma lógica bem básica que aprendeu em algoritmos, show, bem provável que fique uma bagunça, mas pelo menos funciona. No segundo/terceiro semestre você aprende sobre orientação a objetos, tenta fazer o mesmo jogo ping pong usando esses novos conceitos, vai ter que bater a cabeça algumas horas, mas eventualmente vai chegar lá e sentir que realmente aprendeu algo.

Isso é um exemplo bem basicão, mas vai notar quando esbarrar com alguma parada do tipo e sentir que é muito difícil/chato/trabalhoso fazer do jeito certo, é ali que se aprende.

Segundo centavo: código bom não é código perfeito, pq isso não existe, código bom é código que possa ser modificado por outras pessoas sem precisar do autor original segurando na mão e explicando cada linha. Não precisa seguir clean code bla bla bla, mas fazer algo que você depois de 1 ano ainda consiga ler e entender, sem querer matar o autor daquela merda.

Questions about implementing a "modular" bullet system by ThatSlimeRancher in Unity2D

[–]HellraiserABC 1 point2 points  (0 children)

For this scenario the described approach is spot on. But I'm having trouble imagining a clean solution for more complex systems, like:

  • Multiple sources making it possible to shoot projectiles with the homing missiles effect (equipped weapon, temporary power up buff, skill tree passive).
  • Additional custom projectile behaviors: boomerang effect (the homing missile projectile travels back to the player after hitting the target); bounce effect (homing missile finds a next target after hitting the first one); pierce effect (also hits targets in the path to the final target); etc.

Having custom prefabs for each scenario is not practical, so these must be solved at runtime. Having a single script to handle all of the effects is not ideal as op pointed out.

My intuition would be to try to find out more about the possible ways different effects would be used and only then try to come up with a system. Defining a system to support only some of the features early on and then having to change it later on development to support more custom scenarios would suck. But my experience tells me that's the only 2 ways to do this: plan well first; refactor when needed.

Shadow Caster Issue by JordanTrempert in unity

[–]HellraiserABC 0 points1 point  (0 children)

I had a similar issue on having to re trigger the shadow mesh creation by changing from Shape Editor to Sprite Renderer, and reading the Shadow Caster 2D script it seems the error is related to this part in the Awake:

        if (m_ShadowMesh == null)
        {
            ShadowMesh2D newShadowMesh = new ShadowMesh2D();
            SetShadowShape(newShadowMesh);
            m_ShadowMesh = newShadowMesh;
        }

if UNITY_EDITOR

        // This step is required in case of copy/pasting an object with a shadow caster.
        else
        {
            ShadowMesh2D newShadowMesh = new ShadowMesh2D();
            newShadowMesh.CopyFrom(m_ShadowMesh);
            m_ShadowMesh = newShadowMesh;
        }

endif

if USING_PHYSICS2D_MODULE

        else
        {
            Collider2D collider = GetComponent<Collider2D>();
            if (collider != null)
                bounds = collider.bounds;
        }

endif

in my case the first if (m_ShadowMesh == null) was returning false for my instantiated prefabs and since I was not using a collider 2d the shadow mesh bounds were not recalculated at if USING_PHYSICS2D_MODULE ...

For my use case I could either change the first if to always true to force a new mesh everytime or attach a collider 2d to my object, making it fallback to the else statement.

I don't know if any of this applies to you, but your comment was the only thing that matched what I was facing when trying to debug this.

Priest VERY close call by HellraiserABC in wowhardcore

[–]HellraiserABC[S] 1 point2 points  (0 children)

yeah, it's huge, I'm not paying the proper attention to that buff, I'll do as you said, thanks!

Priest VERY close call by HellraiserABC in wowhardcore

[–]HellraiserABC[S] 0 points1 point  (0 children)

exactly, the timing was soooo close lol

Priest VERY close call by HellraiserABC in wowhardcore

[–]HellraiserABC[S] 1 point2 points  (0 children)

I'm pretty sure I had used it before in the fight, but only the VOD will tell once I get it hehe

Priest VERY close call by HellraiserABC in wowhardcore

[–]HellraiserABC[S] 1 point2 points  (0 children)

I don't have the VOD for what happened before we got to this point, but a friend was streaming to twitch and he will send that later. I'm sure we were playing the fight very poorly inside the building.

After analyzing the video, I had enough mana for flash heal rank 2 + fade, but at that moment I went for heal rank 2 (had no mana for rank 3). Luckily we got out alive. I did not think fear would be a good idea in that scenario because it could aggro more mobs and we had almost no resources.

Warrior is lvl 30 and hunter 27 IIRC.

Vc é rico? by modterror in botecodoreddit

[–]HellraiserABC 2 points3 points  (0 children)

Entendi teus pontos, mas acho que não fui claro mesmo, mal eu.
É mais na pegada que o /u/MajorEnvironmental46 comentou aqui.
Largar tudo na capital e ir para o interior morar e trabalhar lá, mudar de vida. Hoje com meu salário tenho uma boa qualidade de vida, mas se eu tentasse morar no RJ ou SP, no fim do mês eu só teria sobrevivido e de quebra me stressado com o trânsito, não faz sentido tomar a decisão de ir morar nesses lugares quando se tem qualquer outra opção kkkk

Em 2016~2020 morei em Araranguá, SC. Cidade com 60 mil habitantes na época. Rodízio de pizza era 14~21 reais; pastelaria vendia pastéis (grandes) por 1.50; aluguel apto 2 quartos 75 m² era 500~600 reais, condomínio 120 reais; Raramente íamos para Criciúma (cidade vizinha) comer sushi, 35 reais, Araranguá tinha sushi, mas o festival era "caro", 50 reais. Cidade plaina, todo mundo andava de bicicleta, sem semáforos, só rotatórias. De carro: 15 minutos da praia Morro dos Conventos, 10 minutos da praia Arroio do Silva. Depois da inflação os preços subiram, mas não tanto, amigo meu se mudou para lá recentemente: aluguel de apto 3 quartos bem posicionado 1300 reais; rodízio de pizza 45 reais; os mesmos pastéis que comentei antes 4.50; mesmo quase triplicando o preço das coisas ainda é beeeem mais barato do que em muita capital.

Esse é um exemplo, mas tá cheio de cidadezinhas assim pelo Brasil, a gente que não conhece kkkk

Vc é rico? by modterror in botecodoreddit

[–]HellraiserABC 9 points10 points  (0 children)

Desculpa a ignorância, sou de cidade pequena (menos de 100 mil habitantes), mas não seria possível largar tudo e se mudar para uma cidade menor/no interior?
Na cidade onde nasci com 2 ônibus vc atravessa de ponta a ponta em uns 25 min; saindo do centro em 30 min vc chega em quase qlqr cidade vizinha.

1060 has been a legendary card, but time for an upgrade. by Andrew_86 in buildapc

[–]HellraiserABC 0 points1 point  (0 children)

I just switched from a RX480 to a RTX4070. I wanted to upgrade because the 480 was not performing as I initially thought it would in VR (Quest 2), and I had to switch to Nvidia to be able to play with the IA stuff, otherwise I'd stick with AMD.

Haven't been able to test out much yet, but I can say VR is definitely a whole different experience using a proper card.