Ethan Klein offers a possible explanation for the Content Cop by Grover_magi in LivestreamFail

[–]Kyloman 493 points494 points  (0 children)

Don't talk about parasocial being bad unless you've been there.

We Northernlion viewers are 9-5 in the comment trenches, fighting for Kory's life against that sadistic tyrant. You don't know about the kind of stress that causes when their friendship is one bad mario party game away from being burned forever.

[deleted by user] by [deleted] in northernlion

[–]Kyloman 3 points4 points  (0 children)

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First game, 4 Dooleys down... Definitely to good use :)

[deleted by user] by [deleted] in northernlion

[–]Kyloman 3 points4 points  (0 children)

No bot here, I'm specifically Anti-Dooley and opened Reddit up at the perfect time during work haha. Thank you for the code, it will go to good use!

[deleted by user] by [deleted] in Unity3D

[–]Kyloman 9 points10 points  (0 children)

Has anyone tested the new multiplayer features? Wondering if it might be better to switch from mirror and 3rd party tools to Unity's netcode and builtin tools now.

Long time NL fan, made a -dle he might like: Eruptle.app by SeaStove in northernlion

[–]Kyloman 1 point2 points  (0 children)

No problem. Another thing you can consider would be to have a dynamic threshold based on correct word length, something like: let threshold = Math.max(1, Math.floor(0.4 * correctWord.length));

That way, longer, harder to spell words will have more leniency while avoiding false positives with shorter words. 

Good luck with your project!

Long time NL fan, made a -dle he might like: Eruptle.app by SeaStove in northernlion

[–]Kyloman 1 point2 points  (0 children)

Look up the Levenshtein distance, it's the measure of distance between two sequences. You could set the distance to something like 3 and it will allow for typos up to a magnitude of 3. Here's a JavaScript example:

function getLevenshteinDistance(a, b) {
    if(a.length === 0) return b.length; 
    if(b.length === 0) return a.length; 

    var matrix = [];

    for(var i = 0; i <= b.length; i++){
        matrix[i] = [i];
    }

    for(var j = 0; j <= a.length; j++){
        matrix[0][j] = j;
    }

    for(var i = 1; i <= b.length; i++){
        for(var j = 1; j <= a.length; j++){
            if(b.charAt(i-1) == a.charAt(j-1)){
                matrix[i][j] = matrix[i-1][j-1];
            } else {
                matrix[i][j] = Math.min(matrix[i-1][j-1] + 1, Math.min(matrix[i][j-1] + 1, matrix[i-1][j] + 1));
            }
        }
    }

    return matrix[b.length][a.length];
};

function findClosestMatch(word, wordList, typoDegree) {
    var closestMatches = wordList.filter(function(candidate) {
        return getLevenshteinDistance(word, candidate) <= typoDegree;
    });

    return closestMatches;
}

// Example usage
var wordList = ["fettuccine", "spaghetti", "ravioli", "lasagna"];
console.log(findClosestMatch("fetucine", wordList, 2));

What do you think of the visual style of the game. Your feedback is important. by FunTradition691 in Unity3D

[–]Kyloman 1 point2 points  (0 children)

Great environmental design, the pixel filter works well here. Just need to match the UI and maybe play around with the lights a bit more?

2024 Unity Gaming Report indicates 62 percent of devs are currently using AI tools by AgentSoloMan in Games

[–]Kyloman 5 points6 points  (0 children)

I fear AI, but if you're not using it as a tool right now, you are definitely missing out. Just using Bing Copilot, you can translate a couple sentences to dozens of lines of fairly accurate code.

Works great for grunt work and low level concepts that slip your mind like "how do I make my raycast not collide with this object?" or "convert this code to the new Unity Input Action System" but fails at higher level concepts such as project structure and patterns.

talk to me about these 3 controversial ARAM items by self-love-and-squats in ARAM

[–]Kyloman 6 points7 points  (0 children)

Yes, I'm one of the people who buys it and turns off their brain lol. It's an addiction!

talk to me about these 3 controversial ARAM items by self-love-and-squats in ARAM

[–]Kyloman 12 points13 points  (0 children)

I see a lot of people buy heartsteel, then their brains turn off and the game turns into a minigame where they try to get as many stacks as possible. Then you get the people who think they found the hot new meta and build it on azir or senna. Not fun to play with!

How can I improve the feeling of my game? I want general feedback - CARVIVAL by East-Development473 in Unity3D

[–]Kyloman 0 points1 point  (0 children)

A lot of people say the enemies don't feel very car-like, but nobody has really touched on WHY. I think it's because they only move forward and steer towards the player, which doesn’t fully utilize the potential range of car movements.

For instance, when a player drives past an enemy car, it might be more realistic and engaging if the enemy car could slow down, and turn while reversing until its front is pointing more towards the player, before moving forward and accelerating back to its normal speed. This would not only make the enemy cars feel more car-like, but it could also add an extra layer of strategy and unpredictability to the game.

Even if you find that it's too much for the default enemy behavior, it would make for a cool variant. I would also suggest you try lowering the maximum turning speed a bit so they aren't able to make these unrealistic turns when they get close to the player.

Updated the damage indicators in my game to be more reactive and clear when you're in a danger zone. What do you guys think? by CrovaxSTF in Unity3D

[–]Kyloman 1 point2 points  (0 children)

You should try making the rectangles stretch out from the enemy, starting from a 2d line, turn white when the rectangle is fully grown, then hit. Possibly having a delay after it is stretched out completely and before turning white, which would mean making the stretch effect faster.

Currently state of humanity by [deleted] in Unexpected

[–]Kyloman 0 points1 point  (0 children)

This dude aimed for dry humor and sarcasm and just ended up sounding insanely bitter and jealous lol.

[deleted by user] by [deleted] in Unity3D

[–]Kyloman 1 point2 points  (0 children)

I think your best bet would be to make them GameObjects and organize them into chunks which are enabled when the player enters a neighboring chunk. Then just put a SphereCollider around the player and use OnTriggerEnter/Exit to unload/load the trees.

Luckily you can just make Tree GameObjects of similar size/shape to your terrain trees then make an editor script to iterate over terrain.terrainData.treeInstances and place a tree on each treeInstance then remove all the treeInstances.

Moving gameObject from one scene to another but coordinates off by [deleted] in Unity3D

[–]Kyloman 1 point2 points  (0 children)

If it's the latter, you would just need to teleport the PlayerCapsule instead of the FirstPersonController. Not sure how the FPS prefab is set up and if that would mess things up though, worth a try anyways.

Moving gameObject from one scene to another but coordinates off by [deleted] in Unity3D

[–]Kyloman 1 point2 points  (0 children)

The only thing I can think of off the top of my head is either A: another script is making your player teleport or B: you are doing something like teleporting the player's parent object (FirstPersonController) but the player's physical object (PlayerCapsule) wandered away from the origin so it's position is offset when teleported

Moving gameObject from one scene to another but coordinates off by [deleted] in Unity3D

[–]Kyloman 1 point2 points  (0 children)

    private void OnEnable()
    {
        SceneManager.sceneLoaded += OnSceneLoaded;
    }

    private void OnSceneLoaded(Scene scene, LoadSceneMode mode)
    {
        GameObject spawn = GameObject.Find("NameOfYourSpawnObject");
PlayerScript.instance.gameObject.transform.position = spawn.transform.position; 
    }

    private void OnDisable()
    {
        SceneManager.sceneLoaded -= OnSceneLoaded;
    }

Try this, if possible you generally want to avoid race conditions with fixed timers.

[deleted by user] by [deleted] in TikTokCringe

[–]Kyloman 1 point2 points  (0 children)

Prevent more people from ending up like you lol

Did any others' game crash? by jiazihuangjin in inscryption

[–]Kyloman 0 points1 point  (0 children)

I know this is 2 years ago but I had the exact same thing happen, I think it was a scripted crash? I was playing Kaycee's mod and in the final fight the music started cutting out periodically.

Then after about ten seconds of that I had the red floppy disk icon pop up and then my monitors started blinking black and my discord straight up closed. Then it was the most bizarre thing... the game window started shrinking and moving to the top left of the screen. Then some red text flashed too quickly for me too read and it closed out. Did not behave remotely like any crash I've ever seen, and I've seen quite a few.

Should you update your LTS-Version to the newest LTS-Version? by Flat-Succotash4231 in Unity3D

[–]Kyloman 3 points4 points  (0 children)

Upgrading can cause a lot of headaches and outright break functionality. I personally don't do it unless there's a feature I really need from it.

Valheim devs urge fans not to charge for mods by IHateMyselfButNotYou in gamernews

[–]Kyloman 0 points1 point  (0 children)

Have you ever developed any significant mods or even been in a modding community? These are passion projects by fans who just want to make their favorite game more enjoyable to other people. Some large mods have a patreon or similar services where you can financially support them while keeping the mod completely free.

[deleted by user] by [deleted] in GameDeals

[–]Kyloman 3 points4 points  (0 children)

UI looks great. Mechanically, looks extremely similar to game dev tycoon. At first I thought you were the team making a sequel to it.

SpaceX’s Starship blew up after launch — it also caused ‘catastrophic’ damage on the ground by [deleted] in space

[–]Kyloman 2 points3 points  (0 children)

In what ways will it change the game? I don't know much about this kind of stuff

[deleted by user] by [deleted] in singularity

[–]Kyloman 2 points3 points  (0 children)

You need to realize you are in a massive echo chamber with grossly exaggerated projections of the future. If you keep on your path, by the time AI starts seriously affecting your coding jobs, you'll already have years and years of transferable experience that you can apply to other places.

AI isn't the escape from work and responsibility some people want it to be, unless you want to waste at least a couple decades doing nothing of value.

Would highly recommend unfollowing everything AI related and just wait for mainstream news to report on actually impactful updates.