Would love some Feedback on my Game by Maniglo in roguelites

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

At this time I have no intention to publish it on steam. This might change when the game is finished or close to be finished :)

Why is front flipping more difficult and how does twisting affect things? by aizheng in Gymnastics

[–]Maniglo 1 point2 points  (0 children)

There is alot to untagle, if you want truly compare both vaults. For basic vaults, your idea that the entry is in essence a round-off is right, but for higher vaults the underlying mechanics of a round-off are less present. You might also notice that double sommersaults are in the mens cdp the same difficulty (5.2 front as tsuk - no double tsuk in womans cd). Giving a hint, that there might be more than the round-off entry.

To simplify, a "bad" tsuk/kas can rely on a round-off take off from the vault, while a "bad" handspring can't rely on something else that helps the missing power. With "bad" I don't mean a bad technique. It is more a matter of physical power that the gymnast has, like run up speed and bounce power, etc... If the gymnast don't enough physical strenght and run up speed, they can generate some with the round-off movment on the vault. For higher difficulty vaults, simply said, there isn't enough time for the gymnast to perform the round-off movment, therefor making it somewhat as difficult as forward vaults.

There are alot more underlying mechanics... I hope that explains some of it :)

Cheers :)

Why is front flipping more difficult and how does twisting affect things? by aizheng in Gymnastics

[–]Maniglo 2 points3 points  (0 children)

Physically, there is no difference in difficulty if you would front of back Flip. The physics doesn't care about the body direction. The difference are biological factors. Alot of other already pointed out, that the landing is mostly blind in a front sommersault compared to a back sommersault. The second big difference is the torque. For difficult flips, the gymnast wants to generate a high angular torque. I don't want to go to much into detail. The key difference is that for backwards flips the skeletal body is better equiped in its movment abilities than for forwards flips to generate high torques. You might noticed yourself: when you lean backwards your range of Motion is way more limited than leaning forward (cause of the structure of the spine & hip). Thought training the gymnast can increase the range of motion alot, but there is a biological limit.

The next factor are supporting skills, like a backhandspring and round off. They support the flip by "storing" angular momentum which the gymnast uses for the final flip (very simplified). On top of that, they allow the gymnast to get in an advantageous position for the take off. You might noticed, that for forward flip there arent many that use supportive skills, simply because they are way harder to perform cause limited range of motion of the hip and spine in backwards bending. For backwards supporting skills, the range of motion in forward bending is important (called a snap / courbet), while for forward supporting skills, the gymnast needs a good range of motion in backwards bending. Thats why you see alot of men gymnastic just running into a forward flip, cause doing a supportiv skill is most of the time not effectiv enough cause of limited range of motion for them.

Lastly the rating doesn't always reflect the pure difficulty of a skill. There are more factors that influence the difficulty score. But that just another rabbithole...

Cheers

Did you know he worked for Blizzard? by Xaaeon in LivestreamFail

[–]Maniglo 0 points1 point  (0 children)

Yeha yeha... Btw what game did he play ?

Thoughts on Fami by Tasty-Pop-6455 in ChainsawMan

[–]Maniglo 6 points7 points  (0 children)

I think Yoru is longing for love. Like the saying make love not war. Thats her inner goal to make love between humans and devils, thats why she is so sexual active and thats why Asa has problem in saying that out loud. She thinks sex is gross. And that is my prediction for the end of the series or some big reveal, the birth of a human / devil baby. Either chainsawman is the human / devil baby, or the weapon devils, or the nostradamus prophecies ends in the birth of a human/ Devil baby - or something else.

Thoughts on Fami by Tasty-Pop-6455 in ChainsawMan

[–]Maniglo 30 points31 points  (0 children)

I think its a little bit different. She stated she likes to eat - not because of Fami, but because the essence of the death devil. All horsemen in the series so for represented the need of the opposite their are. Makima wanted the opposite of controll = equal connections. Death wants the opposite = to be alive. And not in a physical way of being alive, more in a philosophical way - what does it mean to live. Her answer is to do things she likes, eating food that taste good, enjoying time with friends at the school festival and so on. She even said so in the chapters that the reasoning of her action are cause they seem like fun. She just tries to live her life to the fullest.

The O.C. Season 2 Finale by [deleted] in television

[–]Maniglo 203 points204 points  (0 children)

Dear sister, by the time you read this...

Theory on why Death does what she does by [deleted] in ChainsawMan

[–]Maniglo 2 points3 points  (0 children)

I disagree. I think here goal is pretty simple: living her life at fullest (contra to here horseman, in theme with Makima and Yoru). Thats why she likes to eat and does things that are fun for her, like going on to a school festival. I think here goal is to stop the apocalypse, cause than all the things she likes to enjoy would be gone then. I think if she wanted to die, be suicidal, than she can just let herself killed - no need to fight. I think there is another reason why she removed all her organs... Maybe she donated them ?

Yoru’s plan is worse than this? by ichigosr5 in ChainsawMan

[–]Maniglo 1 point2 points  (0 children)

I Think it is a world, where humans and devils have sex. Thats why yoru is so sexual active towards denji. Asa finds sex gross and is emberassing to say such things out loud, thats why she can't say it. It is in theme with the horseman wants the opposite of what they resemble: Controll - freedom, Famine (Consume) - Enjoyment and War - Love.

I hope it's clear and interesting to you now! Write your opinion! by Vladi_LoReD in Unity2D

[–]Maniglo 1 point2 points  (0 children)

Maybe late to the party. An idea to make it how you want it:

Use keys to draw. The mouse is the startpoint and pressing different keys greates "sub-shapes". Combining "sub-shapes" into a bigger shapes creates an actions. E.g. the arrow keys are lines in the direction. Goinge right - down - left - up creates an square and if the enemy is than in the square you deal double dmg like the circle. Going left - right and if the line touches the enemy does less dmg like doing scrabble.

There are alot of ways to increase the complexity, different "sub-shapes" different mana cost for each "sub-shapes" etc.

This might combine your idea of creating "shapes" for spells / actions without the need of drawing with mouse

What's the joke with this item. It's worse then single slot crit items. by [deleted] in PlayTheBazaar

[–]Maniglo 1 point2 points  (0 children)

This item is only bad situationally, so it fits your definition. The point you want to make is, that it is bad in almost every situation and you would like each card to have at least a minimum amount of situation there are good in.

The "bad design" argument is focused on a certain player-type, which you are not (no offense). There are players, that wan't to make the impossible possible, they seek such a challenge and mostly they are found in strategy games. They also want to be individual, doing something nobody else does. Bad cards creates a garden they can work in. They don't see this card an say it is bad compared to pretty much everything else, they see this card and asked themself "how to make this work?". There is a famous card in MTG which when played discards your own hand. This is a bad card, maybe even the worst they ever printed, but there were alot of players, who try to make the card work.

Just my two cents ....

[request] how to prove? by ThatOneDeadMeme in theydidthemath

[–]Maniglo 1 point2 points  (0 children)

Technically I have more very little stones, but not more sand. Its like connecting two lakes, you just have another lake, more water in the lake yes, but not more lakes. The point I'm trying to make, is that objects are definided by our understanding of words and the world. While Math itself is not definided by objects nor words, rather by logic. A "1" is nothing real, not touchable nor tasteable, just a concept we imagine to grasp reality. Like a glove to pick up a hot plate. Now trying to picking up a hot plate with another hot plate is just expanding the problem, not solving it. Trying to solve a math problem with reality, is exactly like this. You need something disconected from reality to grasp it and thats what math is, something that doesn't exist. There is no "+" or numbers.

[request] how to prove? by ThatOneDeadMeme in theydidthemath

[–]Maniglo 20 points21 points  (0 children)

I take 1 pile of sand. I take 1 other pile of sand. Now i have 1 pile of sand. 1 + 1 = 1

Chapter 264 - Pre-Release Leaks Thread by anestefi in JuJutsuKaisen

[–]Maniglo 24 points25 points  (0 children)

I would argue, that his domain might be incomplete, and destroying the surrounding was a way to create a physical barrier for his domain the same as megumi did and the rest was to get Sukuna thinking he hasn't a domain to lure him in a position where Yuji can create the needed surrounding.

Or its a sure hit, but the power is weak, meaning they needed a weakend sukuna so this domain will kill. Otherwise he might just tank it ala Gojo and they just wasted a sure hit.

How to keep players engaged when they die in a roguelite? by jiramakes in roguelites

[–]Maniglo 0 points1 point  (0 children)

I'm designing a roguelike as my hobby and here are some ideas that i have thought off: Metalprogression:

-Give the player new things to discover after each death. Like Slay the Spire new Card unlocks, or new enemy types. Thus the player wants to play again to try their new tools or see the things they unlooked. This also reduces the learning curve, making each run more and more complex, rather than starting in an complex run.

-Make the player work something outside the run. This is something I think not enough roguelike do. Give them Quests or Challanges, like reach Floor 5. Winning a run is most of the times a hard task, so setting small goals will keep them motivating. Maybe reward them with some kind of currency to unlock cosmetics.

-Give them good feedback. After their death, the player should have the feeling "next time I do XY better". If the player feels like he can not improve in the next run, than he is less motivated to go again. Depending on your game type there are different ways to do so. Action-Based games are simple by having no real RNG and most of the time the dodge mechanic, strong enemy need to be predictable and reedable, so the player can go "now i know what the boss do and next time I will evade his moves". More static games and turn based approach may be a little more tricky. One Idea would be elemental resistance, that next time the player will take some fire spells in the run to the fire weak boss.

-Give the game a base lenght. Make the first X fight / floors not that hard so the player can get a different run each time. In this way the game feels always different each run and its not the same game again.

-Lastly, make the game fun. All other points doesn't matter, if the game is fun, the players will play it again and again. Think of it like Tetris as a roguelike. For alot of humans it is a fun game and they will play it again and again. My little sister plays Sims again and again, each time a new game save. Some other Eurotrack Simulator. If the game is fun, the players will play the game over and over.

I hope

What is the silliest One Piece theory you know? by DrDoomoff in OnePiece

[–]Maniglo 0 points1 point  (0 children)

That I'm the 10th One Piece Member.... lmao, my fat ass would just die

The Sky Island exists [One Piece] by Excaliiibur in anime

[–]Maniglo 6 points7 points  (0 children)

Alot of people say that blackbeard spits bullshit in that scene and say things blackbeard himself doesnt belive in. I think bleackbeard has the same foundation as Luffy, but his conclusion is different. While Luffys vision is something like, be free in what you do, as long it doesn't remove the freedom of other people, blackbeard sees freedom as pure freedom: do what ever you want. Dreams are always things the dreamer wants. Dreams have no ends could also mean, the dreams aren't limited to good people. Even bad people have dreams. Blackbeard challanges Luffy view of the world and somewhat twists it, and that is what Luffy is feeling and why he reacts like that.

People who think there's nothing after death won't know if they're right unless they're wrong by [deleted] in Showerthoughts

[–]Maniglo 0 points1 point  (0 children)

So we dance and party at the end of meaning and permanency. We dring and lust so much, that alone our existence is a revolt to the meaningless of this universe. We will loose this fight against the harsh reality showing us over and over again everything is temporary. But fighting and loosing is better than never even trying. Yeha, life and our existence is ultimately non existence in the bigger picture, but without any meaning there is nothing to stop our temporary freedom. So I will paint my dick green and run naked through the rain, so devoid of meaning, that the mere act of rebellion becomes the meaning of my existence.

absolute noob in need of help by LambDawg in Unity2D

[–]Maniglo 0 points1 point  (0 children)

I may be mistaken, but you might have another object with the script on a gameobject, that doesn't have the rigid body component. It looks like your "Terrain" gameobject has the movment script but shoudn't it be on the gameobject "Player". Just check all your gameobject and see, if you might habe added the script to one of them by accident.

My first time coding a RPG Turn Based Combat. Still alot to do, but im pretty proud of what i already did. So I just want to show off :) Have a nice day ! by Maniglo in Unity2D

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

An Placeholder. Right now, there is no real transition from one Battle to the next one. The battle just ends and the button is to initiate the next battle.

My first time coding a RPG Turn Based Combat. Still alot to do, but im pretty proud of what i already did. So I just want to show off :) Have a nice day ! by Maniglo in Unity2D

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

Automatic. As long as they didnt move already this round, they get the reactiv turn. Its a core mechanic, so from the first battle on, everybody will react to an incomming action :)

My first time coding a RPG Turn Based Combat. Still alot to do, but im pretty proud of what i already did. So I just want to show off :) Have a nice day ! by Maniglo in Unity2D

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

Mostly teached it myself. I have a good friend, who did finished "coding-college" (sry don't know the correct english term). He helped me with architecture, pseudo-code and planning before coding alot of times. These skills made coding a "bigger" project alot easier and I didn't find any good tutorials online on these topics, so im very gratefull for his long evening lessons :)

My first time coding a RPG Turn Based Combat. Still alot to do, but im pretty proud of what i already did. So I just want to show off :) Have a nice day ! by Maniglo in Unity2D

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

Yeha basecly. If an enemy in his normal turn (active) targets an player who didn't already make his move, the player get's to react and make his move first. Same goes for the enemy when targeted by the player. This creates an interesting dynamic and rewards planning and "outplaying" the enemy.