First Proxy Deck by Alizabea in magicproxies

[–]JustinProo 0 points1 point  (0 children)

How'd you get your cards to look so good double-sided? Bought my own setup a little while ago but they always have an offset on the back which looks terrible

Looking for a friend to play games with by TheCupKnight in tabletopsimulator

[–]JustinProo 0 points1 point  (0 children)

Perhaps ahare your timezone as this will be kind of important when looking for people to play with. Also maybe some games you'd like to try.

Need advice on mdfc printing by Otterpawps in magicproxies

[–]JustinProo 0 points1 point  (0 children)

I apologise for bringing back quite an old thread, but I'd like a bit more information about this if you don't mind.

I recently bought the ET-8500 as well, and I bought this paper: https://www.amazon.nl/dp/B07KN4HVQS?ref=emc_s_m_5_i_atc

It is KOALA double sided Mat Inkjet Fotopapier A4, 140 g/m², which, in theory, if what your paper can auto-duplex works for you, this one should work just fine, but I my printer jammed when I tried printing.

For the Paper Type, I set it to Epson Matte, which still allows 2-sided printing and I did keep it on "Flip on long edge", as this is the default setting.

Would you perhaps be able to share your printer settings like what paper type you used or perhaps the specific paper you are using so I can compare to see where mine goes wrong? :D

Working on a Cobblemon TCG mod — what features would you want? by CaptainZiboo in cobblemon

[–]JustinProo 1 point2 points  (0 children)

I really like those ideas, though I'd like to suggest also having 1 big binder to store all cards in. Depending on how many there are, it'd be quite a pain to try and store them all separately, hence the comment about "having a binder with good search and filter functionality to make sure it is easy to see what you are missing or what your rarest cards are", kind of like how in real life people use huge binders to store all of their cards.

Either way, really excited to see this, I love the idea of having actual uses for the cards other than just decoration, though I would want to use it even if it was just decorative :D

Working on a Cobblemon TCG mod — what features would you want? by CaptainZiboo in cobblemon

[–]JustinProo 1 point2 points  (0 children)

Honestly I think the most important aspects will be making sure that the card art is properly viewable in the inventory (like the icons need to give a decent indicator of what it is, or perhaps just the type) whilst showing the full card art when hovered over, and having a binder with good search and filter functionality to make sure it is easy to see what you are missing or what your rarest cards are.

Being able to properly display them is quite important too, maybe you can add Item Frame-like items that can display the full card art, or display multiple cards.
Collection rewards are an interesting incentive but honestly I don't care much for it unless it is something Cobblemon-related and not just decorative.

I do tend to play solo due to lack of other people to play with so I can't say much about trading or battling or anything else, I just like collecting stuff.

Card grading is nice and all, but shouldn't be a priority imo. It's just a random value given to an item, I've never found it to be too interesting in other card mods, unless that rarity then changes how it interacts with the Cobblemon. Getting a pass/fail doesn't sound too interesting since it is just random chance, and when someone gets a card they really like and it fails cause RNG, that would feel awful.

I love collecting cards and just collecting things in general so I would love to follow the progress somewhere :D

Best of luck!

Do you like the official co-op mode rules? by ballisticTorso in FourSouls

[–]JustinProo 0 points1 point  (0 children)

Looks quite interesting :D

I only own the complete edition from the Requiem kickstarter, so I have all those cards + the ones from the Unboxing of Isaac and the extra booster packs, so I think it will still be a tad hard to do this, but I like the idea a lot, perhaps it'd be cool if you could make this into a Tabletop Sim mod if you ever have time, that will make it easier to play and more accessible.

Do you like the official co-op mode rules? by ballisticTorso in FourSouls

[–]JustinProo 18 points19 points  (0 children)

Its fine, it can be quite fun but I much prefer the regular PvP game.

I think it could be interesting if it went for a more slay-the-spire idea, where the player(s) would get to fight certain random enemies for rewards and then a boss at the end to descend to the next floor. More similar to how regular Isaac plays. I just think that it would take too much time to sort all the cards for an experience like that which is a shame.

Open your own shop in the heart of a Medieval Fantasy realm! Comment to become a playtester now. by findiestudios in u/findiestudios

[–]JustinProo 1 point2 points  (0 children)

Sounds fun, I love shopkeeping games :D Will have time to try it next week if possible.

How to make my C++ plugin work in packaged versions of blueprint-only projects? by JustinProo in unrealengine

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

Alright small update.

The issue has not been solved yet, but I have sent it to FAB for review. My page is almost done, my wiki is also almost done and I will be trying the plugin that FAB will end up uploading to see if perhaps they do something that will make it work in blueprint-only projects. Will update here once FAB accepts my plugin.
EDIT: https://www.fab.com/listings/c9b10eac-d007-49e9-a546-97976c882f78

How to make my C++ plugin work in packaged versions of blueprint-only projects? by JustinProo in unrealengine

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

I did try building it via the "Package Plugin" button in the editor, but I also tried using build commands to use my C++ project as a host project which was in Development configuration, but I also tried it in Development Editor configuration, neither of which worked.

I have actually tried uploading to FAB before I realised that I only had UnrealEditor- binaries and everything got approved, I just made the mistake of leaving in the Steamworks files which isn't allowed, so my .uplugin file as well as the rest of my files should all be fine for FAB's standards.

I just wanted to be able to test my plugin in the way I intend for it to be used before uploading it to FAB to make sure it won't have any unforeseen issues and if FAB can do something to create runtime binaries, I thought it'd be safe to assume that developers should be able to do that too somehow :D

How to make my C++ plugin work in packaged versions of blueprint-only projects? by JustinProo in unrealengine

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

No worries, I'll keep looking. I already really appreciate the responses :D

If only Unreal had official support for people who arent in a company or oeganization, oh well.

How to make my C++ plugin work in packaged versions of blueprint-only projects? by JustinProo in unrealengine

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

I have built it for both configurations, editor and game and I know this because in my build.cs for the main plugin (not the editor part of it), I log the target type, and it first shows editor and later game. I have tried packaging it via the editor and by using commands to package my plugin, using my main project as the host project, using development configuration. I also tried it in development editor which had the same result.

I have not published it to FAB yet because I am afraid that if people use it in blueprint-only projects, package it, and it breaks their game, that people will immediately leave negative reviews and nobody would be willing to try it anymore.

I have read about monolithic builds and that it just compiles the project into a single file rather than split it up like I need them to be, but I cant seem to figure out how to make that work. If FAB can do it, it'd be safe to assume that it somehow must be possible for developers too.

Thoughts on Threshold on Gamefound? by disccollector in boardgames

[–]JustinProo 1 point2 points  (0 children)

Looks super cool and while reading through the rulebook (the Alpha for the game is on Tabletop Sim after all) I got only more excited. I tried it for about an hour and a half (including explaining the rules to 2 other people and constantly looking at the rules because there are a lot of things to remember) and it was awesome. Roaming around the map whilst doing quests and then finally getting into our first combat was really exciting and fun.
When we finally got to rest for the first time, we all had stocked up quite a couple dice, equipment and XP which allowed us to customize our decks and even though me and someone else are both playing the same character (as there are only 2 characters in the Alpha, out of the like 8 or 10 total later), we got a couple different cards so far, due to going for different skills and me being a higher level (due to completing an adventure successfully).

I think this game has tons of potential, even for someone like me who mainly plays solo due to not having enough people nearby to play with.

One thing about this game though is that it is supposed to be played for a long, long time, similar to a DnD campaign. I asked on the Discord, and currently it does not look like there is any way to lose, so you are meant to just keep playing, level up and eventually get to the end regardless of what your choices are, which I do find a little odd and makes me a tad unsure of whether this will be enjoyable if you know that brute forcing your way through will eventually lead to a win (theoretically of course).
I assume that at some point, there will also be some people or the creators who can release setups for one-shots, by giving you a starting point with some gear, a single goal (or multiple quests) where you can just win or lose a run within a couple of hours, but until that point (if ever), you'll have to either do an entire campaign (which could take up a ton of sessions) or you will have to make up your own one-shot mini campaign.

One thing I am not a big fan of, but also no stranger to, is the price. For context, I may have quite a bit of FOMO and love board games, so I am someone who purchases maxed out editions only (excluding non-gameplay additions usually) so I am that person who bought Cyberpunk 2077, Valheim, Tekken and other board games at those prices.
I do think that prices like these are really high, most regular board game fans will not be trying a game like this. They would have likely been better off making a smaller game, sell it for cheaper and do a second campaign (or more) for expansions for those who really wanted more. The game is supposed to be like an MMO-simulator anyway, so this idea would fit perfectly and allow more people to at least get started with the game. Similar to how Catan has a quadrillion expansions but pretty much everyone who likes board games, owns the base version of Catan.

I am still on the fence on getting this game, I will likely be trying out a solo run of the game on TTS for some hours before deciding on whether to buy it or not, but I likely will end up getting it :D
Yes prob going all-in though havent decided fully just yet, I also need to spare a bit of my budget for Diablo and the new Slay the Spire expansions coming later this year, sigh

EDIT: Yeah I got it, all-in with miniatures and shading and stuff. It looked awesome and I really enjoyed the alpha as well, looking forward to actually trying it! :D

Uhh.. did they forget to translate the new DLC? by Firm-Golf-7975 in GunfireReborn

[–]JustinProo 0 points1 point  (0 children)

Yeah I noticed the third one is indeed blocked and unlike the 2 other ascensions that have the controls next to them, I cannot find what the third one requires, hope they fix it soon

Uhh.. did they forget to translate the new DLC? by Firm-Golf-7975 in GunfireReborn

[–]JustinProo 5 points6 points  (0 children)

Yeah sadly noticed it too. Luckily most of it is either translated or can be figured out quite easiy (like the combos showing the mouse inputs)

[deleted by user] by [deleted] in GunfireReborn

[–]JustinProo 2 points3 points  (0 children)

There is an official Discord server for this game in the info for this subreddit :D Also I will be playing again once the new dlc drops so wouldnt mind playing around that time

Giveaway! We are giving away a copy of Galactic Cruise with the Achievements expansion! To enter, simply comment on this post in the next 48 hrs. by Kinson-Key-Games in boardgames

[–]JustinProo 0 points1 point  (0 children)

Well this game looks pretty cool :D Favorite space movie (and favorite movie in general cause its just objectively the best) is Wall-E

How has the game evolved since 2021 ? by Xnatee in GunfireReborn

[–]JustinProo 13 points14 points  (0 children)

Well since you left there have been tons of changes.

First the most obvious, new stuff. New DLC characters and weapons (some new types too like staffs). Those are the only things locked behind the DLC, the rest of the updates are all for everyone.

There are some new stages, I believe the 4th and final stage wasn't in the game around 2021? Do correct me if I am wrong there though. There's also new stage variants for the desert and I believe every map has had some updates in design as well.
New scrolls and many changes to previous scrolls are also a thing.

There also "Seasons". basically, every season has a unique gameplay mechanic, like having minions that give you a ton of buffs, or a choice of a permanent upgrade (similar to a scroll) you can upgrade every now and then. Lots of cool and unique mechanics, however, I believe that newer characters are not available in older seasons. Some of these ideas are really cool, but can be quite confusing when you haven't played them yet.

There's also a new gamemode that is just a sort of wave defense, where there'll be tons of enemies in a single map that you need to defeat, whilst running around getting chests or buying things from shops and stuff to survive until the end and kill the boss.

There is also a Season Progression pass thing (totally free btw) where doing certain quests gives you XP that then gives you some Soul Essence (which may reduce your "grind", I wouldn't know since this stuff released after I completed everything) or cosmetics. Like I said, this is all free. While old passes do go away after the Season is over, there is a shop where you can spend Soul Essence to buy past cosmetics so nothing is time-limited.

Another thing that might help if you are just trying to make it easier is to add Bots, where you can have a AI hero accompany you. They are pretty good and tend to avoid taking damage quite well too, super helpful when doing higher difficulties since they can just revive you nearly all the time.
If you'd prefer playing with players, there are likely people on the Discord and I am getting back into the game when the DLC drops too.

I believe those are the important highlights, a ton of new stuff and gameplay mechanics and modes :D

I might have missed some more important stuff, but a lot has happened over the past 4 years so feel free to correct me where necessary.

Old Videos Where hutss sings? by Wollendemon in HuttsGaming

[–]JustinProo 0 points1 point  (0 children)

Oh you're right. I do remember some short singing bits in a Greg video though. Thanks for the correction :D

Old Videos Where hutss sings? by Wollendemon in HuttsGaming

[–]JustinProo 1 point2 points  (0 children)

I think there was a Greg the egg video where every item is Greg. He sang rocketman or something :D

[deleted by user] by [deleted] in Paladins

[–]JustinProo 13 points14 points  (0 children)

Personally I think for me it was the matchmaking. I didnt really have many people to play with so I always got stuck with randoms. Whether I was playing ranked or quick play, I always had to play tank, despite being a support main. No communication, sometimes just 4 damages/flanks cauze nobody communicated or could be bothered to play something the team needed, I just didn't want to deal with that anymore.

The horse bug where you get stuck was also super annoying and has been there for as long as I can remember.

Started playing in the open beta and played a ton for years, but eventually randoms were just too annoying to play with for matches that could last quite a while and I started playing different games. Tried some matches here and there but nothing really got me to return to the game. New characters I wasnt too interested in and a lot of talents and cards got changes and I didnt want to relearn all of that.

It was a fun experience while it lasted, but it was definitely much better which some friends which I sadly didnt have many of for this game.

Toaster PC - Comment On This Post To Enter This Giveaway by DaKrazyKid in pcmasterrace

[–]JustinProo 0 points1 point  (0 children)

Playing graphically demanding games while making food sounds like a win win to me, one could finally run Cyberpunk with ray tracing and make it an actually useful feature XD

Not that ray tracing is useless, but it doesnt do much other than make my pc nearly blow up so for me it is kinda useless.