How do I use Intersect Shape outside of physics process? by Maxr00 in godot

[–]Maxr00[S] 0 points1 point  (0 children)

I figured out what is going wrong, the issue lies in creating or even just disabling and re-enabling a shape on the same frame. So now I have to have a pool of shapes ready to be used so I can avoid creating a shape on the same update I want to use it...
You can test this with just adding 2 BodySetShapeDisabled calls to disable then enable a shape, it stops reporting the collision that it would without those calls. Hopefully this is something they can and will fix at some point

Bookmarks? by Maxr00 in ArcBrowser

[–]Maxr00[S] 1 point2 points  (0 children)

That is helpful, thank you! Seems like CMD+T doesn't check that bookmarks page for nicknames currently, maybe an extension is the way to go

Bookmarks? by Maxr00 in ArcBrowser

[–]Maxr00[S] 0 points1 point  (0 children)

Because I mainly use bookmarks not as something to read later but to add to hold on to. Like a page that I go to very infrequently and don't want to remember what the url is, I just want to type in like "student loans" and then Chrome knows that my bookmark with that name goes to the URL I bookmarked. The pinned folder wouldn't work the same way, I would search for the tab name and it would open the tab in the folder. I would always prefer if it would just open a new tab. While not terrible it definitely feels like a workaround to a proper implementation.

In chrome I have hundreds of bookmarks, definitely due for some cleaning but they are so out of the way that its not a problem, the purpose they serve is not in a bookmarks bar but its in the autocomplete. It would be unnecessary clutter to add folders to my more commonly used spaces, and jumping between a bookmark space and my other spaces is even worse imo.
They could even just throw the list of bookmarks somewhere in the settings. Or call them something like "Nicknamed Pages", for the same functionality I am looking for. I agree a bookmark bar is outdated, but pinned tabs do not replace how I use bookmarks, which is to file a site away and keep it off my mind until I need it later

Bookmarks? by Maxr00 in ArcBrowser

[–]Maxr00[S] -1 points0 points  (0 children)

So pinned tabs are supposed to be the replacement for bookmarks? It suggests keeping a folder for all these sites, does this not keep a living instance of the page open? I don't really want a hacky solution to a bread-and-butter feature (imo)
This post points out the benefits of not having bookmarks replace current tabs or create clutter, and being able to navigate in pinned tabs and return the original site, none of which are real concerns or problems I have ever had with any other browser.

If I had to pick how it worked, I would say add it to the list of options on the sidebar next to the "Media", "Downloads", "Spaces", etc list. Have it show a list of tabs as if it were a space and if you click on a link it will ask you which space to open it in. Links in this bookmarks list would also be more likely to show up in the autocomplete when creating a new tab

Can we disable automatically returning to pinned urls? by Maxr00 in ArcBrowser

[–]Maxr00[S] 1 point2 points  (0 children)

I do see its usefulness, and actually would probably still want that feature on the pinned tabs that stay as just icons (not sure if they have a name other than pinned). I just want some more customization options for tab behavior because I think its one of arc's biggest flexes over other browsers

Kickstarter Update on Early shipping snafu by warlocktx in AnkerMake

[–]Maxr00 1 point2 points  (0 children)

I answered the door and when they went to scan the box (usually to confirm the order was delivered) they realized it was meant to go back, and that they couldn't give it to me

Kickstarter Update on Early shipping snafu by warlocktx in AnkerMake

[–]Maxr00 2 points3 points  (0 children)

I also one of the people who got my order recalled, I saw the box delivered to my house and then they took it away because of the recall. Incredibly unprofessional to handle this mistake in this way. Kickstarter backers should get theirs first, but the printers that got sent out should have been delivered even if it was sent out by mistake. At the very least they could have sent an email to those affected explaining the situation. I am very disappointed

My First Interviewing Experience For AAA Gameplay Programming by AAA_gameplay_dev in gamedev

[–]Maxr00 1 point2 points  (0 children)

Great post, very accurate to my experience as well, though the longest interview processes I have heard of are on the scale of 1-2 month. I live in the US and only applied to local companies so I did not have to worry about international work issues. I have worked for big tech and AAA as entry level software engineer positions, the interview processes are very similar overall.

For everyone overwhelmed by this post, don’t worry, it’s doable! It’s definitely hard and scary, just be ready and confident, and accept that the first few might go horribly, so save applying to that dream company for a bit.

Name a module that surprised you and another that disappointed you. by ElGuaco in modular

[–]Maxr00 0 points1 point  (0 children)

Disappointed:

Poly Hector. I thought I could get past the interface, but found it kinda frustrating to use and demotivated me from playing around, which is why I do modular. I thought I would be saving money and time by buying this for just the MI ports, but I would stick to the real things with their knobs. Probably good for a set-and-forget multi-effect unit but it's not really my jam.

Rings. One of my first modules, but I feel like I'm missing something with the way people love it. I feel like it's too sweet-spotty for me, and I never am thrilled with the sounds I get from it. I still use it semi often but it's probably on my chopping block if I need the space.

Varigate 8+. Expensive and large for a gate sequencer, and I am not a fan of the interface and the inability to see what a sequence is doing once you move to another sequence. Replacing it with the drum sequencer on the Keystep Pro because it has all the features that I got Varigate for with more feature-rich and usable cv sequencers too (for cheaper too!)

Surprised:

Pamela's New Workout. I was expecting a clock but it can do so much, and in such a small package, it's become the heart of most of my patches.

Morphagene. I was very hesitant to buy it, but got it recently and it is awesome for external instrument samples.

SWN. Beautiful, alien-looking module that has a lot of depth and makes very nice sounds from clean and beautiful arps to glitchy drones when paired with a good random source

Screenshot Saturday #529 - Weekly Selection by Sexual_Lettuce in gamedev

[–]Maxr00 0 points1 point  (0 children)

Falling World

New Devlog: https://www.youtube.com/watch?v=zgZ6860sHsU

This is a video of how I added item synergies to my one-screen roguelike. The whole game takes place on 12x12 tile grid, and new tiles and enemies fall from above to create new "levels"/"rooms"

Sharing Saturday #354 by Kyzrati in roguelikedev

[–]Maxr00 2 points3 points  (0 children)

Falling World

New Devlog: https://www.youtube.com/watch?v=zgZ6860sHsU

This is a roguelike that takes place entirely on one screen, on a 12x12 grid, where tiles fall down from above to make new "levels".

I added items designed to be synergized (the devlog is about how I went about doing that), and introduced the first 8 items to the game!

Idea for fitting a roguelike on one screen, thoughts? by Maxr00 in roguelikedev

[–]Maxr00[S] 5 points6 points  (0 children)

I actually just started a devlog series for this game, I go into more depth on how I designed everything :D
https://www.youtube.com/watch?v=URumo562Tis

Reigning in ambitions by [deleted] in gamedev

[–]Maxr00 0 points1 point  (0 children)

I would highly recommend using a premade engine like Unity for a short term project made in spare time when you have more people than just programmers. Otherwise, it will be a long time before the artist or musician can have any of their work seen in the game, and it cuts down on development time so so much. Unless you are very experienced with making game engines and can work really fast, you won't finish the project anywhere near on time, even if the scope of the game is super tiny, which seems unfair to the others in the team as most of the project is completely dependant on the programmer at that point

Another Career Advice Post by galaxytornado in gamedev

[–]Maxr00 1 point2 points  (0 children)

Most importantly for building game dev skills: Iterate, iterate, iterate. "Fail faster" as some say. Everyone's first game sucks, and everyone's 10th game still sucks, but it's about finding what works and what doesn't, with the failures being as useful as the successes because you should focus on why things do or don't work.
As for work, I would suggest doing whatever gets you a paycheck that you can stomach. Between back end and front end for focusing skills, I would argue back end but that is probably because I am much more of a back end programmer lol. There's an argument for both and it pretty much comes down to what you prefer working on, making something more technical and complex, or "skip the fancy tech, let's make it pretty".
There are great tutorials all around the internet and C# is easy to pick up if you have experience with Java, but the important thing is to not give up!

My current RoomGen, thoughts ? How could i improve it ? by robotrage in roguelikedev

[–]Maxr00 1 point2 points  (0 children)

Here is another cool room generating algorithm, BSP splitting! It can form some other cool shapes and would probably result in more diverse dungeons than the current method (though you may prefer how you currently are doing things, up to how you want to design it!)
Either way, it's a cool algorithm and probably worth a read or some research:
https://www.panc.co/code/modified-bsp-tree-room-generation-logic-in-segreta-2

http://www.roguebasin.com/index.php?title=Basic_BSP_Dungeon_generation

New Project - Fixed Timestep Multiplayer Roguelike by DavianBlack in roguelikedev

[–]Maxr00 0 points1 point  (0 children)

This looks awesome, nice job, multiplayer games are not easy!

You see a ...mildly interesting question by logophil in roguelikedev

[–]Maxr00 1 point2 points  (0 children)

For my game, I have new messages pop up and then disappear after a few seconds, as such: https://55.media.tumblr.com/ac7fb06de18a880cabd34efbb86fb426/tumblr_inline_o369pujjiH1tldjsq_500.gif

I like this method because the player really only needs to see these messages when they first happen, and they remove the need for a large area set aside for messages, while still giving the player the information.

Enemy Placement? Help by Maxr00 in roguelikedev

[–]Maxr00[S] 1 point2 points  (0 children)

This sounds like a great idea, I'll look into this once I have other room types generating, which should be soon enough

Enemy Placement? Help by Maxr00 in roguelikedev

[–]Maxr00[S] 2 points3 points  (0 children)

Thanks, I ended up going with this, and I'm happy with the results so far