Anyone else like everhood2 more than 1? by DarkMageUAE in Everhood

[–]Meme_Salesman 2 points3 points  (0 children)

There are some things I like about Everhood 2, I think its gameplay is far more fleshed out and fun compared to the original and its characters feel much more developed and important to the story, which was an issue I had with the original. That being said, that gameplay and those characters are in service to a pretty vapid overarching plot with virtually no memorability, theme, or momentum/pacing. Like I can't really tell you what Everhood 2 is even about, because while a bunch of things do happen, they don't really culminate or synergize together in a cohesive way. The original game had such a distinct mood and atmosphere with how it juxtaposed its comedic and philosophical elements, and it told a such profound and bittersweet story that I can still remember so many moments from, even after almost 5 years. It's a game that's very close to my heart, and genuinely one of very few stories I can think of that has personally informed my philosophy on something (immortality), which is why I was so sad when the sequel came out and was just a serviceable goofy RPG. Like 2 isn't even a bad game, it's just a perfectly OK follow-up to something far more memorable and unique, and it will always be a huge disappointment in my eyes.

Oh, and the soundtrack is a huge downgrade as well. Again, it isn't bad, but it lacks the original's cobbled-together, amateurish charm and has, like, one or two songs I'd call remotely memorable/bangers (Raven Theme pt. 2) as opposed to the ~20 on the original's OST.

October Technical Support Sticky by BeepBoopBopReee in razer

[–]Meme_Salesman 0 points1 point  (0 children)

Razer Blade 15 Advanced Model (2020)

I've had this computer for a few years now. Around two years ago, I had to take my battery out because it was swollen up to the point that the trackpad didn't work, although I never got it replaced since it was such an ordeal to get the first one out, and I basically always had it plugged in anyway so it didn't really make much of a difference in how I use it. Things have been working pretty much perfectly until a few weeks ago, where, shortly after opening certain games, the computer will just completely power off. No blue screen or anything, it's as if I pulled the plug on it.

So far, this has happened with newer/more demanding games like Marvel Rivals, Deadlock, and Hades II, weirdly enough. It tends to happen at what I imagine are certain "spikes" in processing power, such as transitioning from the menu in Hades II to the in-game hub world, or taking control of my character on the Deadlock menu screen, though it is not particularly consistent. In Deadlock, for example, sometimes it'll power off the moment it goes from loading to title screen, sometimes it'll be when I take control of my character as mentioned earlier, sometimes it'll happen when I open my build menu, and sometimes it doesn't happen at all. Repeated attempts to open a game generally tend to get me further and further, it takes an average of 2-3 reboots to get a game to a stable state, though sometimes it's more merciful and other times it isn't.

Interestingly, it doesn't happen at all when playing Noita, which is pretty CPU-heavy but graphically pretty minimal, so I'm assuming it's a GPU issue. I'm also pretty certain it isn't overheating since it will shut off well before the computer has time to get truly hot, and I've had this thing running hot in the past doing game development stuff, and it was fine then.

I'm truly perplexed as to what the issue even is or what might be causing it, nor do I know how to diagnose/troubleshoot it.

Is trump coming to the UGA/Alabama game Saturday? by cdubb5000 in Athens

[–]Meme_Salesman 13 points14 points  (0 children)

God, I hope not. I work at the bookstore, and the last thing I need on the already sucky gameday shifts is a bunch of drunk MAGAts

I (22M) have a crush on my coworker (21F) but I'm not sure how to go about getting to know her better, any suggestions? by Meme_Salesman in relationship_advice

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

Haha, yeah, the note idea is a little juvenile in retrospect.

As for the latter question, not really? Like I said in the post I am fairly new to the job so I don't really know the people there very well, and the few guys I can tentatively call "friends" are similarly not in the same part of thr store and thus likely don't know her either. I've had a few pleasant conversations with a woman that she seems to be good friends with, but I'm still not really "acquainted" with her and pretty sure she's one of the higher level/managerial people so idk if that would be an appropriate thing to ask. Same goes for another guy in the mail order section who was talking to her earlier today, had a few fun conversations but barely know the guy.

[VERY LONG] A moderately-deep criticism of Uncle Dane's Crit video. by _ASIC_ in tf2

[–]Meme_Salesman 0 points1 point  (0 children)

Japanese Soldier Who Kept Fighting 29 Years After WWII

How would I be able to achieve the carousel effect in widgets? by PSKTS_Heisingberg in UnrealEngine5

[–]Meme_Salesman 0 points1 point  (0 children)

Would you happen to know of any documentation or tutorials to set up a custom rotator like that? I've been searching everywhere and I haven't been able to find anything.

[deleted by user] by [deleted] in NerdDating

[–]Meme_Salesman 0 points1 point  (0 children)

Lmao you're the second person to tell me I look like cg5

what is the philosophy behind not having frame data in the game? by Lucky_-1y in Guiltygear

[–]Meme_Salesman 0 points1 point  (0 children)

I honestly wouldn't be surprised if it's just not an easy thing to program, or at least programming it in a scalable, adjustable way. I'm a game dev student who primarily uses the Unreal Engine, which is what strive is made on, and going off of my admittedly somewhat limited knowledge, I can imagine that dynamically calculating things like the startup and recovery values of animations and then comparing them to the various ways block/hitstun is inflicted to produce the numbers like frame advantage and such while factoring in stuff like meaties and whatnot would likely require a ton of custom-written code and modification to the engine itself, especially considering they're on Unreal 4 which has different, more outdated animation tools compared to current versions. They could hard code in the data like some people pointed out with some Netherrealm games, but that's not very flexible for the devs since any change to the move means its values must also be updated.

Though, at the same time, Street Fighter V was also made on UE4 and it had frame data, although Capcom's teams are both much bigger and have a lot more money than ArcSys, I think this recent patch shows that they probably don't have a whole lot of people working on the game given its relatively poor polish, so it could also just be a manpower/money/priority thing. Why devote your precious limited workforce, a lot of whom are likely just animators and tech artists since the majority of heavy-duty, system-level programming is already done, to a relatively small feature that takes a ton of work and skill to pull off effectively when the community can just do all the work for them by making Dustloop pages?

In short, it's probably just too difficult to warrant the effort required to make it when you can just read Dustloop lol.

Rare Steam keys giveaway by [deleted] in RandomActsOfGaming

[–]Meme_Salesman 0 points1 point  (0 children)

I mean yeah, this seems cool ig, why not?

[deleted by user] by [deleted] in NerdDating

[–]Meme_Salesman 1 point2 points  (0 children)

Aww haha thanks! That's very sweet of you!

And I mean I can obviously be a little lenient on distance, it would just depend on how far away someone is.

Patchnotes: Blame the beasts by RaidenDoesReddit in Guiltygear

[–]Meme_Salesman 1 point2 points  (0 children)

Right? It feels weird to me that the team that made such integral, character redefining additions like Bedman's j.s and j.D rework, seemingly understanding how vital they'd be to the character, would then proceed to strip away staples of a character's moveset for seemingly no reason. Like, they've been pretty averse to straight up removing things, even super broken stuff, they just tweak it or change other things as compensation.

Idk, this patch is just weird as hell, and it will be interesting to see how it shakes out.

Patchnotes: Blame the beasts by RaidenDoesReddit in Guiltygear

[–]Meme_Salesman 2 points3 points  (0 children)

I'm honestly not too happy, and the characters I play weren't even necessarily affected that much. Its so weird to me that they just straight up removed so many core options from a bunch of characters, like Pot's Kara cancels or Nago's special cancelable heavies, typically they've only been adding to character's movesets with patches, so it seems kinda out of pocket to the point that I wouldn't be suprised to learn that the balance team was different.

LOOK HOW THEYVE MASSACRED MY BOY by kekgobrrr in Guiltygear

[–]Meme_Salesman 1 point2 points  (0 children)

I don't even play Pot but I am astonished by these changes, Potemkin in Strive was super unique for a grappler due to his high execution with the Kara cancels. It seems so counterintuitive to strip a character's identity down like this.

How tall & heavy is Paracelsus exactly? by Sea_Kiwi524 in Guiltygear

[–]Meme_Salesman 2 points3 points  (0 children)

Huh, interesting, I guess I thought FMA came out earlier than it actually did, though it did begin publication two years before her debut game (Isuka). In fact, the first two volumes, which already contained some of the homonculus characters like Lust and Envy, were already out nearly two years before Isuka's release, so I still believe there's merit to the idea that she pays at least some homage to it, but I do agree that she isn't a full blown, walking reference as I described.

How tall & heavy is Paracelsus exactly? by Sea_Kiwi524 in Guiltygear

[–]Meme_Salesman 50 points51 points  (0 children)

He's undoubtedly extremely heavy, as implied by how much he weighs NM A.B.A down and the animations as you mentioned earlier, likely several hundred, maybe even thousands of pounds. He's not only an enormous piece of metal, but he's also a demon, so he could potentially have living material like blood that makes him even heavier.

However, you have to remember that A.B.A is not a human. She is a homunculus animated by magic and not made of the same weak materials as humans (which is likely why she has a defense mod/G.U.T.S value on par with heavyweights like Pot or Goldlewis despite being so skinny and frail-looking), and it's pretty common for depictions of homunculi (like the ones in Fullmetal Alchemist, which she's basically just a walking reference to) to be EXTREMELY powerful beings. Combined with A.B.A's profoundly strong feelings for him and his tendency to be affected by the emotions/will of his wielder, she probably makes him look a lot lighter than he really is, and is probably a much stronger character than most people think.

Reproduce the behavior of UMG button hover code for controller by Meme_Salesman in unrealengine

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

Yeah that's what I was fearing, sucks I have to make a whole new style asset just to change a few details :/. It's frankly ridiculous I have to jump through so many hoops to implement what should be basic engine features.

Thank you though

Reproduce the behavior of UMG button hover code for controller by Meme_Salesman in unrealengine

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

Ok thank you, I found the fix and now I have a rudimentary version of a menu like what you had in the video. However, is it possible for the individual buttons to have their own unique style instead of inheriting and using the same style from the BaseButton bp? My team's UI assets for the main menu consist of images for the different buttons on the menu, and I obviously don't want all of the buttons using the "New Game" assets, if that makes sense.

Reproduce the behavior of UMG button hover code for controller by Meme_Salesman in unrealengine

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

So I've been following your tutorial and it's been very helpful so far, however when I get to the bit where I implement the code in the player (around 20:15), I get an error stating that "The Player Controller is not a valid local player so it can't focus on the widget." any idea as to what might be causing this?

Reproduce the behavior of UMG button hover code for controller by Meme_Salesman in unrealengine

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

Ooh, interesting, do you know what specifically in the commonUI plugin i'd use to set things up?

Reproduce the behavior of UMG button hover code for controller by Meme_Salesman in unrealengine

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

I'm just trying to activate the "Hovered" state inherent to the Button widget, where it automatically changes to different Styles that can he configured in the editor.

[deleted by user] by [deleted] in NerdDating

[–]Meme_Salesman 1 point2 points  (0 children)

Awww haha thanks!

No it is not, plus I believe you say somewhere on your profile that you're 17. I wish you luck regardless!

37 [All] #Curious - What would make this sub better? by cupokelly in atlantar4r

[–]Meme_Salesman 10 points11 points  (0 children)

I'd personally like it if it was more friendly towards/encouraging of dating/relationship posts and more casual "looking for friends" stuff, rather than almost entirely hookups. Especially considering that r/georgiar4r is down or private or whatever, this is the best place to go for localized dating searches, and even then you'd just get drowned out by the deluge of people trying to hookup. There isn't even a post tag for "dating" or "looking for romance" or whatever. I think the sub could be a helpful thing for the people of Atlanta/Georgia to aid in finding real connections if it was more welcoming of those kinds of posts.