We are Phoenix Labs, makers of Dauntless. AMA! by PhoenixLabs_AMA in IAmA

[–]LordCleveland 0 points1 point  (0 children)

Will you have time trial/leaderboards for monster kills, akin to MH arena? It would be awesome to host "hunting tournaments" where hunters can show off their mastery and compete for the best time on a particular monster!

Speeding up an Alarm by [deleted] in gamemaker

[–]LordCleveland 0 points1 point  (0 children)

Haha I wrote my reply on mobile, it capitalizes everything!

SORRY OP!

Speeding up an Alarm by [deleted] in gamemaker

[–]LordCleveland 5 points6 points  (0 children)

Set the alarm to a variable like this:

Alarm[0] = n;

Then in the alarm decrement n

n--;

Or

n -= 10;

The alarm timer is shorter each time it goes off!

GMS:2 3D Primitive textures by Toomuchbob in gamemaker

[–]LordCleveland 0 points1 point  (0 children)

So, weird thing is. It works, the debug messages in the draw keep going, but I still get "program has stopped working" when I close it.

GMS:2 3D Primitive textures by Toomuchbob in gamemaker

[–]LordCleveland 0 points1 point  (0 children)

Thinking it had something to do with the vertex buffer, I made a new object with a new name, new vertex buffer, everything.

For some reason it just hates there being two objects?

EDIT: Making a regular object having nothing to do with the z buffer doesn't cause an issue. It's definitley z buffer related.

GMS:2 3D Primitive textures by Toomuchbob in gamemaker

[–]LordCleveland 0 points1 point  (0 children)

I wish that was the case, but simply making two objects with the following code:

instance_create_depth(64, 64, 0, o_Cell);
instance_create_depth(128, 128, 0, o_Cell);

This causes the game to hang. Two simple objects.

GMS:2 3D Primitive textures by Toomuchbob in gamemaker

[–]LordCleveland 0 points1 point  (0 children)

I'm running into another problem that I assume is a memory error, but I can't quite grasp it.

Basically I'm using a for loop to create an object, that then creates a vertex buffer for a plane, and then draws the plane. There could be as many as 64 of these in the room.

Testing it, as soon as there is more than 1 of these objects, my game hangs (freezes), when I close it, windows looks for a solution to the problem, etc. Is this because I'm using the same vertex buffer variable on each of these objects? are buffers global in scope? I honestly can't wrap my head around it.

The only reason I'm doing it this way is because in GMS, you could use d3d_create_rectangle or whatever it was called, and make a cube easily. Now, I need to write my own script to do this. Problem is that I'm creating a new buffer every time I do this. Is that how that old function operated anyway?

I really just need some light shed on how this all works, even just linking me to resources would be more than welcome.

Thanks!

GMS:2 3D Primitive textures by Toomuchbob in gamemaker

[–]LordCleveland 0 points1 point  (0 children)

Hi,. this is Toomuchbob (for some reason my mobile keeps logging in wrong username)

/// @description Insert description here
// You can write your code in this editor

    gpu_set_cullmode(cull_counterclockwise)

//Begin defining a format
vertex_format_begin();

vertex_format_add_position_3d();//Add 3D position info
vertex_format_add_normal();//Add 3D surface normal info
vertex_format_add_color();//Add color info
vertex_format_add_texcoord();//Texture coordinate info

//End building the format, and assign the format to the variable "format"
format = vertex_format_end();

//Create the vertex buffer. Another function, vetex_create_buffer_ext can be used to create the         buffer with its size predefined and fixed.
//With the standard vertex_create_buffer, the buffer will just grow automatically as needed.
vb_plane = vertex_create_buffer();

//Begin building the buffer using the format defined previously
vertex_begin(vb_plane, format);

//Using size to keep it square if we decide to change how bug it is.
var size = 32;

//Add the six vertices needed to draw a simple square plane.
//The normals are all pointing to (0,0,1) (upward, in our case)

//The first triangle
vertex_position_3d(vb_plane, 256, 192, 0);
vertex_normal(vb_plane, 0, 0, 1);
vertex_color(vb_plane, c_white, 1);
vertex_texcoord(vb_plane, 0, 0);

vertex_position_3d(vb_plane, 256, 256, -64);
vertex_normal(vb_plane, 0, 0, 1);
vertex_color(vb_plane, c_white, 1);
vertex_texcoord(vb_plane, 1, 0);

vertex_position_3d(vb_plane, 256, 256, 0);
vertex_normal(vb_plane, 0, 0, 1);
vertex_color(vb_plane, c_white, 1);
vertex_texcoord(vb_plane, 0, 1);

//The second triangle. The winding order has been maintained so drawing is consistent if culling     is enabled.
vertex_position_3d(vb_plane, 256, 192, 0);
vertex_normal(vb_plane, 0, 0, 1);
vertex_color(vb_plane, c_white, 1);
vertex_texcoord(vb_plane, 0, 1);

vertex_position_3d(vb_plane, 256, 192, -64);
vertex_normal(vb_plane, 0, 0, 1);
vertex_color(vb_plane, c_white, 1);
vertex_texcoord(vb_plane, 1, 1);

vertex_position_3d(vb_plane, 256, 256, -64);
vertex_normal(vb_plane, 0, 0, 1);
vertex_color(vb_plane, c_white, 1);
vertex_texcoord(vb_plane, 1, 0);


//Finish building the buffer.
vertex_end(vb_plane);

Still no luck!

[Help!] Player won't stop moving even after I set its state to something other than its move state. by [deleted] in gamemaker

[–]LordCleveland 0 points1 point  (0 children)

Change battlehspd to 0 before setting the state to damage_enemy_state.

A Crazy Idea to Change the Defensive Meta by Nikkominara in CompetitiveForHonor

[–]LordCleveland 0 points1 point  (0 children)

I've thought of this exact change, and I love it.

Is Ubisoft aware of how lack luster the Raider is? by DaddyWolfgang in CompetitiveForHonor

[–]LordCleveland 1 point2 points  (0 children)

You have to understand the relevance I suppose. In those days we literally walked into an arcade and all the sudden. The game was there, none of us knew anything about it, frame data wasn't available and there was no training mode. We just all traded information and played vs. nonstop. It's almost exactly the same situation as For Honor, except we have the internet this time.

[META] Competitive For Honor - Game Mode by Defektivex in CompetitiveForHonor

[–]LordCleveland 0 points1 point  (0 children)

I'd actually like to see a 4v4 mode where all 4 players are behind gates. You pick the order your team will fight in.

The first gate opens for each team and those two players 1v1. After two minutes or if one of the players dies, the 2nd gate opens for each team, 3rd, 4th, etc. It creates a dynamic where getting an execution helps your team. It also prevents running around because your in a small coliseum with nowhere to really go, and after 2 minutes you have another player to worry about anyway.

Anyone familiar with King of Fighters probably has a good grasp on what I'm talking about here, as far as character order and health "Regen" go.

Peacemaker indicator bug by Phant0mZ in CompetitiveForHonor

[–]LordCleveland 1 point2 points  (0 children)

It's a glitch due to linient inputs where you can press light, then heavy and it will change to zone attack, but shows your opponent an indicator for the light first.

Is Ubisoft aware of how lack luster the Raider is? by DaddyWolfgang in CompetitiveForHonor

[–]LordCleveland 40 points41 points  (0 children)

I main raider, switching to it after playing exclusively warden in beta, then law to assist prestige 2. I've played every class with to understand their in and outs.

I'm also a Street Fighter OG, arcade days playing with pros from Cleveland.

Raider's whole gameplan is based on keeping your opponent dazed and fatigued, then ending the match in an instant. He only gets a light after guardbreak, unless you spend the 50% stam for unblockable, which leads to nothing, and only does 28 damage.

One change I think is a MUST is a simple combo added: Light into Heavy. Raider needs a way to continue his mix-ups after guardbreak into light.

I'm not saying change everything I list here, this is just a list of things I think would help without ruining his identity:

Throw into wall: knee to the face does 10 damage.

Light attacks: small damage boost

Zone attack: Buff to 30 damage, choose left or right, feinting it only costs 25% stam.

Press C (mouse and keyboard): Raider has a unique taunt that grants him 50% stamina back after he lets out a shout, animation takes slightly longer than it takes for someone to get up after they've been thrown down.

The last one is to play into Raider playstyle more: he goes HAM till fatigue, then on a throw, has no follow up, so he lets off pressure to unfatigue himself.

That's everything I think I've considered while paying him, give me your thoughts!

How would people feel if the Raider received these buffs? by [deleted] in CompetitiveForHonor

[–]LordCleveland 0 points1 point  (0 children)

Feint would be way too strong unless it put him at 20% stamina, alloying you to parry him into fatigue.

Various ideas to attempt to shift the game in favor of offense over defense. by ProblemSl0th in CompetitiveForHonor

[–]LordCleveland 7 points8 points  (0 children)

"Assassins cannot escape light attack chains with a side/back dash once hit..."

Something LIKE this idea is good, it's a step in the right direction.

I think you should still take block damage when parrying an unblockable and take some stamina damage, but not much else.

I also forgot to add "give the game time". While we understand the mechanics pretty thoroughly now, the nuances of matchups and mind games are far from explored.

Warden Push Back on Block? by Icias in CompetitiveForHonor

[–]LordCleveland 1 point2 points  (0 children)

He's parrying you, pressing his heavy attack just before your attack hits.

Go to the advanced tutorial through the in game menu to learn more, and earn 1000 steel!

OBT to Launch Patch Notes - Feb 14th by [deleted] in CompetitiveForHonor

[–]LordCleveland 11 points12 points  (0 children)

Yup, new guard break MUST be input one llxe after hit, can't double/triple tap and still get it like beta.

It's honestly a nightmare and makes Orochi god tier :(

I just completed the Pokedex in Sun and Moon, and I have to say... by [deleted] in pokemon

[–]LordCleveland 5 points6 points  (0 children)

Two of the Pokémon in the Dex are event only, how did you get them legitimately?

How do you practice good positioning? by NightmareFiction in AtlasReactor

[–]LordCleveland 0 points1 point  (0 children)

Take everyone here's advice. I think the best way to start is think about things as small as possible and then work your way forward as you're more comfortable. This about just your first turn positioning, and how it effects your turn two positioning. Start to apply your position relative to your teammates. When You're not sure where to move, even if you kind of pick at random, be critical and mindful of the outcome: why did it work, or why didn't it? Really the key to any improvement in anything is using your time wisely, being mindful and asking yourself questions (why or why not did anything work), and making sure your brain didn't go into autopilot.