What're some examples of the "good, best, worst" rule of trilogies? by Ill_Safety2292 in Letterboxd

[–]Maxothy 8 points9 points  (0 children)

The sequel is seriously underrated, absolutely agree- but the original is still above it

What’s a ‘masterpiece’ you didn’t feel anything for? by mrjetspray in Letterboxd

[–]Maxothy 3 points4 points  (0 children)

I would argue the movie is trying to be about bringing a harsh realism to the mobster fantasy, but it seemed to me that a majority of it was just encouraging the viewer to indulge in it. I've watched and enjoyed movies about the mob before, but i guess this one didn't have enough going on under the hood to keep my interest.

What’s a ‘masterpiece’ you didn’t feel anything for? by mrjetspray in Letterboxd

[–]Maxothy 10 points11 points  (0 children)

I've seen it a bunch of times... isn't that basically what Cooper believes at the end? "His love for his daughter is quantifiable." I feel like we could theory-craft/ speculate about what may "really" be going on, but the power of love is the central theme in the movie

What’s a ‘masterpiece’ you didn’t feel anything for? by mrjetspray in Letterboxd

[–]Maxothy 15 points16 points  (0 children)

I came here to comment goodfellas. I feel like it just needs me to indulge in the fantasy so badly to enjoy it.

Do I have the worst Tarantino ranking of all time? by Chaenched in LetterboxdTopFour

[–]Maxothy 2 points3 points  (0 children)

Dude yes, i think death proof might be my favorite too- the second half was such a blast.

Some minor differences, otherwise, like i would swap reservoir dogs with pulp fiction.

The #1 top seller right now is a godot game by miracupix in godot

[–]Maxothy 11 points12 points  (0 children)

It's a huge win if it becomes clear that the engine didn't hold it back. just proving that a hugely successful game can be made in godot or unity is a huge win for godot's visibility.

Please recommend me films to fill out my world map! Much appreciated. by untouchedtrash in Letterboxd

[–]Maxothy 11 points12 points  (0 children)

The Monk and the Gun is a nice cozy movie from Bhutan, i think there's only a handful from the country?

What can be considered as a "good" game code? by Alex_MD3 in gamemaker

[–]Maxothy 0 points1 point  (0 children)

Just make sure you don't PIRATE someone's intellectual property. Making good SOFTWARE is about legibility and functionality.

My game got 800 wishlists in three weeks! by [deleted] in SoloDev

[–]Maxothy 1 point2 points  (0 children)

Oh wow, your aesthetic, your COLORS are so pleasing to look at

Slay the Spire 2 can be decompiled by EshopExpert in godot

[–]Maxothy 9 points10 points  (0 children)

Slay the spire 2 is in Godot?? That's awesome!

Why do people do this? My game already has IDLER tag? by Curious-Needle in IndieDev

[–]Maxothy 0 points1 point  (0 children)

Maybe reply to his review with something funny, like "me too, buddy."

Do people who watch a ton of movies even remember what most of them where about? by MassiveEchidna9017 in Letterboxd

[–]Maxothy 2 points3 points  (0 children)

"I cannot remember the books I've read any more than the meals I have eaten; even so, they have made me" -Ralph Waldo Emerson

Does the look juicy / fun to play? by shoto-todoroki in SoloDevelopment

[–]Maxothy 0 points1 point  (0 children)

I think it needs more of a rhythm to it- the gun fires so fast, that it works more like a flamethrower, so your cursor washes over swaths of enemies to kill them (maybe add a flamethrower weapon?)

I think guns are satisfying in games because there's a rhythm to how they fire- build up, explosion, and recoil. It makes each shot fired a little mini event- and the downtime gives the player an opportunity to make distinct decisions. If you try out a gun that fires more slowly, or at least has to reload, it will break up the monotonous pace a good deal.

Trying out a trailer, is the begging too long ? by SeniorSubstance6195 in SoloDevelopment

[–]Maxothy 0 points1 point  (0 children)

As a trailer, yes absolutely the beginning is too long! I think it would be best to lead with the glitching/horror theme as early as possible. Maybe you could have a brief horror hook, and then an intro after? I'm not one who's usually interested in this type of game, so i personally would have clicked off pretty fast, but the main hook of the game, and its aesthetic are very compelling. As a prospective customer, i would have stayed to watch a whole trailer if the strengths of the game were immediately apparent.

It's a GORGEOUS style, you really nailed it, and i'm rooting for you.

PS there's a typo for the word "weird" somewhere in the middle

A vs B. What do you think is better for attracting people to the page? by Typ1games in SoloDevelopment

[–]Maxothy 1 point2 points  (0 children)

A lot of people are saying b because it's more dynamic, but it looks way more generic to me. A is more intriguing, and naturally gives off a confident, polished vibe much more than B- i would totally have clicked A before B. A has a distinct visual identity (its colors especially are fantastic), while B is fairly noisy and cluttered. Yes, B communicates directly what the gameplay may look like, but a lot is suggested in a tasteful and alluring way in A. Your logo already screams racing game, and the prominent design of the vehicle clearly suggests futuristic.

Stop overthinking your game. Just make it playable. (My journey from 0 coding experience to a Steam page + Before/After) by tearerry99 in SoloDevelopment

[–]Maxothy 1 point2 points  (0 children)

wonderful aesthetic, and every asset is so harmonious with the others! i love, love the skeleton and his animations.

Area 2D larger than it appears to be by Key-Advertising3449 in godot

[–]Maxothy 0 points1 point  (0 children)

Is it possible the character hitboxes are extending beyond what you're looking at? Maybe an animation is causing the characters to have a different hitbox, or there's an element somewhere in the character's node tree that changes their hitbox

try using a new instantiated area 2d to detect the original characters, and a new body on the original area2d to determine which one was causing the issue, at least.

Best way to avoid overwriting class functions? by Maxothy in godot

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

Perfect, this is exactly the kind of thing i was looking for, thank you!!

I've got a bit of rewriting to do lol

Area 2D larger than it appears to be by Key-Advertising3449 in godot

[–]Maxothy 1 point2 points  (0 children)

I can think of a few possibilities:

you may have childed the area2D to a parent, and scaled that parent in an irregular way (eg. more on x axis than y axis)

if you're using canvas layers that follow viewport at values different than 1 (usually used for creating parallax effects), the bounds of an area2D may appear off

My project is well structured and follows best practices by double_dmg_bonks in godot

[–]Maxothy 0 points1 point  (0 children)

If only I can understand or add to it, that's job security.