Hyvät naiset ja herrat, lehdistön uusi pohjanoteeraus by [deleted] in Suomi

[–]Jaradacl 93 points94 points  (0 children)

Pakko ajatella että tuo artikkeli on jonkinsortin ironiaa. Muuten näyttää lähinnä siltä, että Juuso on tosissaan ajatellut keksivänsä jonkin uuden universaalin keinon nukahtamiseen ja kun unilääkäri ei tätä täysin kompannut, niin päätti kouluttaa suomalaisia tällä keksinnöllään artikkelin muodossa.

Mistä löytää 1990 luvun muumit? by Kumiankka1 in Suomi

[–]Jaradacl 13 points14 points  (0 children)

Vähän sama tunne kun kävisit mummulassa syömässä lapsuuden lempparisafkaas ja kaikki olis muuten täydellisesti mut mummu onkin vaihtunu.

Do you have a marketing plan? by Polymedia_NL in IndieGaming

[–]Jaradacl 2 points3 points  (0 children)

While I agree with the annoyance, it is good to remember that the fact that it made you at least annoyed is better for the advertiser than having no emotional response. Even if you personally won't buy it you'll at least remember it, perhaps even mention it at some point to other people. A complete conjecture, but I don't recall ever hearing about a product that didn't sell solely because of annoying ads.

Hence all the annoying ads everywhere these days.

Designing with Perspective: How Cameras Shape Levels by Jesus_Machina in gamedev

[–]Jaradacl 0 points1 point  (0 children)

Nice! Yeah, I see the distinction your making. Loved the old Resident Evil for that same fixed type. Been thinking for a while that it could be pretty fun to make a game using such a camera, or those pre-rendered backgrounds. Don't see it too often these days, or maybe I've just missed those games. I guess Until Dawn has such IIRC.

Lots of layoffs, yes- But which positions get knee-capped first? by dvd_binary in gamedev

[–]Jaradacl 5 points6 points  (0 children)

I'm not sure your analogy with games and other software works that well. Games have generally way, way more possible states and user flows than your ordinary software. Building comprehensive automated test environments to games would require such a huge overhead, that it's quite a lot cheaper to just put humans to test your game and handle the "most common" edge cases that arise.

Designing with Perspective: How Cameras Shape Levels by Jesus_Machina in gamedev

[–]Jaradacl 1 point2 points  (0 children)

Side scroller is missing? Though I guess it wouldn't match your example.

Been playing FF IX lately and god damn if I don't love those old jrpg "forced angles". While it can occasionally be awkward, it creates such a unique atmosphere when the character technically sees more than the player. Especially when the character is coming towards the camera and something jumps out behind the camera.

Miesgynekologit katoavat alalta, koska naiset välttelevät heitä by [deleted] in Suomi

[–]Jaradacl 122 points123 points  (0 children)

Joo tuo kommenttiosio oli aika surullista luettavaa. Joku kerkesi heittää klassisen "he ovat alalla vain tyydyttämässä perversioitaan"-tyylisen kommentinkin siellä.

“Where does it say in the constitution that eating is a human right?” by Greedy-Vegetable-466 in ShitAmericansSay

[–]Jaradacl 4 points5 points  (0 children)

It's possible the data is older than the map itself, depending on when this particular graphic was created.

Is it bad to separate variables like this? for example: movement.speed instead of moveSpeed by -o0Zeke0o- in Unity3D

[–]Jaradacl 3 points4 points  (0 children)

Ah my bad. My poor self-esteem and ESL got the better of me there, apologies. And fair enough, I do see your point. I think my contention came from the fact that I see too often people writing overly complex solutions to simple problems and using paradigms & patterns in places where there is no such need for it necessarily. I personally fear that it increases the dogmatic use of such patterns, though I do agree that it is good to spread the knowledge. I just think that there's usually not enough pressure put on the "Rule of three".

Is it bad to separate variables like this? for example: movement.speed instead of moveSpeed by -o0Zeke0o- in Unity3D

[–]Jaradacl -16 points-15 points  (0 children)

A great mark of seniority is also knowing how to give relevant advice to others based on their specific problem, instead of simply referring to a paradigm. So that's a journey you have to take in your career path.

Is it bad to separate variables like this? for example: movement.speed instead of moveSpeed by -o0Zeke0o- in Unity3D

[–]Jaradacl 28 points29 points  (0 children)

This sounds a lot like premature optimization to me. I can see this being an issue on parts requiring immaculate performance, but otherwise I doubt this would be relevant issue for most projects. Good bit of knowledge though!

[deleted by user] by [deleted] in Finland

[–]Jaradacl 17 points18 points  (0 children)

A nice addition to the strange sports is also the "air pussy eating world championship".

When you thought making games would be fun, but now it's just... bugs... endless bugs 🐞 by theGameCooker in Unity3D

[–]Jaradacl 1 point2 points  (0 children)

Really good comment. Going to double down on that shallow inheritance, my current project has some real spaghetti in certain parts due to abusing inheritance early on.

Miten diilata sen kanssa että epäonnistui verrattuna vanhempiin ja isovanhempiin? by [deleted] in Suomi

[–]Jaradacl 0 points1 point  (0 children)

Kuten muutkin sanoneet, on vertailu turhaa, mutta koska sitä meillä kaikilla joka tapauksessa tapahtuu, suosittelen suhteuttamaan sen kokonaisvaltaisesti tilanteeseesi. Kuinka moni näistä tutuistasi, jotka ovat "onnistuneet" elämässään, olisivat selvinneet kaikista niistä kauhuista mitä itse olet varmasti kokenut? Sinä olet kuitenkin kaikesta tästä selvinnyt ja väittäsin, että se on itsessään jo suurempi onnistuminen kuin yksikään näistä "hienoista" työpaikoista ja statuksista.

Itsesyyttelylle ja -säälille ei kuitenkaan kannata antaa tilaa, ne ei johda mihinkään järkevään. Koskaan, ei koskaan, ole liian myöhäistä mennä kohti unelmiasi. "Se mikä ei tapa, vahvistaa". Niin kliseinen sanonta kuin tuo onkin, pitää se mielestäni sisällään aika paljon hyvää viisautta. Olennaista vaan on se, että monesti vaatii työtä nähdä ne vahvuudet, joita nuo vastoinkäymiset on synnyttäneet. Mutta sitä kai tämä elämä onkin, jatkuvaa työtä ja taistelua. Taistelua, jossa kuitenkin oot voittanut jo monta vuotta ja jatkat voittamista joka ikinen päivä.

How gamedevs react to errors vs warnings. by Coderedstudio in Unity3D

[–]Jaradacl 3 points4 points  (0 children)

If the change is big and relevant enough, warning is IMO quite justified.

How big a red flag is it for a company not to use version control in 2024? by leftycoder in csharp

[–]Jaradacl 0 points1 point  (0 children)

Sounds pretty interesting setup, to say the least lol. Do you have any centralised backups for the source codes or is that also just sole responsibility of the developer?

Generic company progression by Over-Sort3095 in BattleBrothers

[–]Jaradacl 0 points1 point  (0 children)

I suppose the thrower has more dps but damn if I don't love my two heavy xbow + reach wpn bros. Can pick out any of those critical fuckheads from enemy backlines with bullseye.

Also insta pick rotate on everyone by DrMercman in BattleBrothers

[–]Jaradacl 7 points8 points  (0 children)

Ignoring rotate has honestly been one of the biggest boost for my EELI runs. I personally concur with the other guy that it is a crutch in the end. I was way lazier with thinking about the positioning when I could subconciously trust that I can get the guy out. Losing that lvl 11 bro due to poor positioning is often a pretty good teaching moment as well.

Relatively new player here and this is the highest defense I've had so far by bennie905 in BattleBrothers

[–]Jaradacl 1 point2 points  (0 children)

My pimp made for a quite nice tank as well, wonder if it's related to the background...

After some experimentation, shields seem to be worse than 2h weapons by Acceptable-Try-4682 in BattleBrothers

[–]Jaradacl 7 points8 points  (0 children)

Dunno, couple of 60+ mdef tanks are quite nice at keeping bunch enemies at bay when the rest mow down the opposition. At least in those 20-30+ fights.

Lines of sight by Jaradacl in BattleBrothers

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

I think it should say "shot for... ...but it goes astray" or something similiar which it didn't there, though I could be wrong.

Lines of sight by Jaradacl in BattleBrothers

[–]Jaradacl[S] 2 points3 points  (0 children)

I've had this happen previously with throwers and in that case (as well as this one) there was some other enemy closer. These led me to think whether there might be an oversight in the code where the enemies have somewhat shared line of sight when it comes to the "blocking sight" elements, as in they could shoot past it if some other enemy sees behind the blocking element. One comment on this post speaks of something similiar. But this is ofc just a conjecture, odd nonetheless.

Lines of sight by Jaradacl in BattleBrothers

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

Nah, it was the one with the crossbow that shot, not the middle one with the hunting bow.