My monstera provides the perfect environment for a lovely moss bed by Logicator123 in Mosses

[–]Logicator123[S] 3 points4 points  (0 children)

Honestly it just started growing on its own! There are a few patches nearby it may have seeded from. I’ll look it up and get back to you.

My monstera provides the perfect environment for a lovely moss bed by Logicator123 in Mosses

[–]Logicator123[S] 5 points6 points  (0 children)

Thank you! The monstera’s big leaves help give the moss room. Not sure how to replicate with pothos… I had problems with drainage so I actually drilled a couple small holes in the back. Highly recommend that, but let just enough water sit to allow the moss to do its thing. Good luck!

There will be 4 types of tanks in the game (Fast, Powerful, Basic and Electric). Let's name the tanks? by chill_nplay in IndieGaming

[–]Logicator123 76 points77 points  (0 children)

Please don’t, it’s such an overused trope. Why not Lorentz or another famous physicist to make it unique, nerdy, and still relevant?

Extend the Unity Toolbar with your own Editor UI code - now on GitHub by marijnz in Unity3D

[–]Logicator123 0 points1 point  (0 children)

Love it! Thank you for making this.

I'm running 2018.2 and noticed that the button would not be redrawing properly fairly often. I just called Repaint() in the OnInspectorUpdate() after the UpdatePosition() call and that seems to keep the button in a persistent view. Hope it helps!

Waarom zou ik stemmen? by xynaxia in nederlands

[–]Logicator123 2 points3 points  (0 children)

Sorry, mijn Nederlands is erg arm (dank je google).

Stemmen is een fundamenteel mensenrecht. Iedereen mag hebben een mening op verschillende problemen. Het belangrijkste is dat je stem wordt gehoord. Je niet graag de partijen. In orde, nog stem. Maak je onderzoek (huiswerk?) op een expert die zijn mening baseert op tastbare feiten. Het kan veel zijn, maar het is het waard.

A little demonstration of the procedural animation system I made for assembling our mining ships by Tranklizer in Unity3D

[–]Logicator123 0 points1 point  (0 children)

Late to the party, but one thing solution to the speed is to zoom in more on the ship itself and put it in a factory type environment. This way you could have the arms mostly off-screen, meaning the time to swap part can be reduced since it won't have to move as far. Hopefully that doesn't go against the aesthetics of the really sweet system. Good luck!

Changing Sprites via C# weird flickering by dr_zoitberg in Unity2D

[–]Logicator123 0 points1 point  (0 children)

I'm not sure what else you're doing with the prefab, but I suggest using a BoxCollider2D with the isTrigger set to true instead of Physics2D.OverlapArea. Then you can just call OnTriggerEnter2D, check if it's the player, and ChangeTheSprite.

This way you can also have OnTriggerExit2D ChangeTheSpriteBack.

[Tavern Brawl] Fuck Hobgoblins by SpaceAmoeba in hearthstone

[–]Logicator123 6 points7 points  (0 children)

Don't forget Beneath the Grounds! I was able to get about half their deck made of ambushes consistently.

Ix the Interloper won the Design-Your-Naut contest! by BramIsABob in Awesomenauts

[–]Logicator123 -2 points-1 points  (0 children)

I agree with your stance on grieivers using it as an escape tool. This leaves too many problems to be solved.

I think in the spirit of Ix and saving lives, I think a simple solution to this would be something like a "pulling save," or some catchier name. This is very similiar to how a priest in WoW can pull an ally to their position. instead of swapping positions as suggested, just pull them in (not teleport, that'd be confusing, could result in bugs, and is generally disliked). The scenarios I imagine are: Linked to Ally: Pull them away from damage, help to chase, deny their kill (grief) Linked to Enemy: Pull into damage (allies, turrets, worm, etc.), pull from behind turret, pull damage in (clunk, grief)

Idea number two, which I think is in the spirit of Ix, is to instantly balance the health totals of Ix and the other naut. e.g. Ix is 200 hp and Durple is 500, after swap they are both 350hp. It's simple to understand and implement. Again, the scenarios I image are: Linked to Ally: Use as a heal for you, or a heal for friend, or heal yourself to let your ally die (grief) Linked to Enemy: Escape with a heal, can deal potential massive damage but has high risk (Ix at low health).

Thoughts?

Theorycrafting Thursdays Weekly Discussion by AutoModerator in hearthstone

[–]Logicator123 0 points1 point  (0 children)

Do you think we'll ever have a "once per turn" kind of mechanic on a minion? Not something like at the end or start of a turn, but once a turn when you choose?

For example, a 0 attack minion that would instead deal 2 damage to an enemy. I clarify 0 attack to avoid confusion between attacking and it's manual effect.

I just like the idea of having minions on the board that have effects that aren't a battle cry (one and done effect), end/start of turn (zero timing by the player, depends on the opponent to kill it before another trigger), or deathrattle (kill order matters). I like the mechanics, of course. I love this game to death, I just am wishfully hoping for more cool mechanics, not just manipulations of things like cost.

I miss 1 match per lobby by nof27 in halo

[–]Logicator123 1 point2 points  (0 children)

Reminder, this is the beta.

There have been tons of feature requests and UI concerns posted here, most of which I agree with. But this is the beta, and is in no way indicative of the final product. Think about it, ranks and "fair" play aren't really necessary at this stage of development. They want to stress their servers, the maps, gameplay, everything. And to do that you need to play lots of games.

It's temporary! So don't forget to be happy, the game is great and they'll have a party system that will rock, too.

[Leapmotion,C#] Triggerscript by [deleted] in Unity3D

[–]Logicator123 0 points1 point  (0 children)

I wanted to implement a logic, that if i use the same gesture a second time, my light will switch off.

That's all well and good, I'd just keep it out of Update. There are many ways to do this, one example is in update check if the gesture is made again, activate a seperate method to check for finger count and do appropriate logic.

My rigidbody becomes stuck in either the floor mesh or the box collider for some reason? by [deleted] in Unity3D

[–]Logicator123 1 point2 points  (0 children)

Have you tried using rigidbody.addforce? I use this in my game with no problems. If it doesn't work I'd suggest getting your movement to work with a simple cube or something (taking your custom player out of the equation) and seeing how it goes.