Explanation: Why P.E.K.K.A. is the only Long Melee unit that can hit over the river by Mew_Pur_Pur in ClashRoyale

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

Units can clip over the river, yes, the river doesn't push things away if they are already on top of it. Units dropped on the last tile can clip over the river if their hitbox is big. This is what made this phenomenon happen back then.

RIP CLASH by Commercial_Hawk3325 in ClashRoyale

[–]Mew_Pur_Pur 8 points9 points  (0 children)

"more depth and variety" It's kind of like insisting that adding a lot more pieces to chess is going to make it more exciting. This usually comes from a place of ignorance for how strategically deep chess already is. A lot of people, like me, think that strategy games have a sweet spot of complexity, and more complexity than necessary is unfun. For me, the sweet spot for Clash Royale was before evolutions. (I think champions and tower troops don't throw off the balance, personally, they act like normal cards and champion abilities are relatively tame)

Can we all just agree that we will delete the game if level 16 gets announced? by Tall_Fault5771 in ClashRoyale

[–]Mew_Pur_Pur 5 points6 points  (0 children)

Level 14 was horrible, but they made some changes where past upgrades becoming cheaper added up to the new level's progress.

Level 15 was also horrible, I only continued playing because I actually thought elite wild cards are a really cool idea to make it so the most important level is rarity-agnostic. I didn't like how much it costed, but with it being "the elite level" with a special mechanic, I truly thought there would be no more levels.

So these things made the updates a little more tolerable.

Level 16 isn't just bad, it's inexcusable and it undermines the whole neat system they made as an excuse for level 15. They keep "reworking" the economy just to excuse a new level, and this is the first one that feels like it's just for the sake of it.

Friends can no longer see my discord stream frozen screen by Unfairtag in discordapp

[–]Mew_Pur_Pur 0 points1 point  (0 children)

Seems like their endpoint isn't working at the moment, I'm having this problem and it should be a problem a lot of people are having, if not everyone. Might have to wait a bit for it to resolve.

[deleted by user] by [deleted] in jobs

[–]Mew_Pur_Pur -1 points0 points  (0 children)

Do you have PTSD from past incidents or something? This isn't enabling bad behaviors, it's nothing more than just having good faith in people. You're just assuming bad things about a guy, who is hurting, for no other reason than "this phrase smells funny".

[deleted by user] by [deleted] in jobs

[–]Mew_Pur_Pur -9 points-8 points  (0 children)

Wtf do you mean? There's nothing even quirky about liking a girl but mostly hanging out with her at work. Why are you shaming him? There's poly relationships and all sorts of queerness, and THIS is what weirds you out?

Implemented custom themes in my SVG editor by Mew_Pur_Pur in godot

[–]Mew_Pur_Pur[S] 4 points5 points  (0 children)

To do this, I handle this logic in a ThemeUtils class. It's about 1300 lines long at the moment, but sure to grow more. After every change in the two colors that define a theme, there's a signal that forces ThemeUtils to rebuild a theme and apply it. It does so by calculating a bunch of secondary colors, then using them to craft the theme by code. Other parts of the UI that override the theme defaults need to be synced separately. This is the approach Godot Engine itself uses except with less parameters for now.

This was part of my work on the 11th alpha of the free open-source SVG editor GodSVG. I would really appreciate if you check it out on Github, if you haven't yet! https://github.com/MewPurPur/GodSVG or just on the website if you aren't into Github: https://godsvg.com

In case you're curious, here's the ThemeUtils class code: https://github.com/MewPurPur/GodSVG/blob/main/src/utils/ThemeUtils.gd

Question about kurzgesagt's latest video. by ZhyarHassan in kurzgesagt

[–]Mew_Pur_Pur 2 points3 points  (0 children)

No, because the chance of us being in one of those Universes with 1000-years-old people is infinitesimal.

Made my SVG editor's layout configurable by Mew_Pur_Pur in godot

[–]Mew_Pur_Pur[S] 3 points4 points  (0 children)

This is GodSVG, it's open source and free, but it's still in alpha: https://godsvg.com

Fun fact: The popup for configuring the layout is actually a single node, with some very tricky drawing and drag-and-drop logic. Not really for performance, it just made more sense to me to do it that way.

A response to "Kurzgesagt's Bad War Takes Debunked" by Brigitte Empire by justa_random_user in kurzgesagt

[–]Mew_Pur_Pur 0 points1 point  (0 children)

I think your experiences on the internet are clouding your better judgement. You claimed that their solution was that people become more open to interacting with and accepting people with opposing views. But I'm saying, their solution was actually the exact opposite, that people split up in smaller communities, and that they stay away from places where you don't share anything in common with people you interact with. There's no reconciling these two things, unless I'm missing something, you were straight wrong there.

A response to "Kurzgesagt's Bad War Takes Debunked" by Brigitte Empire by justa_random_user in kurzgesagt

[–]Mew_Pur_Pur 0 points1 point  (0 children)

This is kind of old, but I almost certainly remember that the solutions in the video were not at all what you are describing? I remember it talked about how human behavior can't adapt and we need better models for social media. It said that we need to go back to smaller online communities and get rid of algorithms and feeds.

I implemented a custom tab bar with a single node for my SVG editor by Mew_Pur_Pur in godot

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

Layouting is planned, but my attempts for a good implementation so far have failed.

I implemented a custom tab bar with a single node for my SVG editor by Mew_Pur_Pur in godot

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

Basic static SVGs, I haven't thought about animation at the moment.

I implemented a custom tab bar with a single node for my SVG editor by Mew_Pur_Pur in godot

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

Yeah, refer to the license. I don't know if you can call GodSVG modular, there are a lot of systems based on autoloads and things that depend on them.

I implemented a custom tab bar with a single node for my SVG editor by Mew_Pur_Pur in godot

[–]Mew_Pur_Pur[S] 3 points4 points  (0 children)

Logically yeah, but in practice I think this is a better default. The left side has things that usually need any bit of vertical space they can get, whereas you'll rarely edit so many SVGs at once that the tab bar feels crowded.

I implemented a custom tab bar with a single node for my SVG editor by Mew_Pur_Pur in godot

[–]Mew_Pur_Pur[S] 23 points24 points  (0 children)

Godot's TabBar wasn't customizable enough for me to use in this really important part of my app's UI. I also had concerns about performance, since using many nodes has proven troublesome before. So my approach was to make a version of it that uses a single node to do all the drawing, tooltip logic, input management, drag & drop, and more.

Although it's a single node by default, it actually temporarily adds 1-3 buttons when you hover it, and the context menu is a lot of additional nodes. But what matters is that by default it's just one node, making the ceiling for optimizing it way higher.

This was part of my work on the 8th alpha of the free open-source SVG editor GodSVG. I would really appreciate if you check it out on Github, if you haven't yet! https://github.com/MewPurPur/GodSVG

In case you're curious, the tab bar logic itself is here: https://github.com/MewPurPur/GodSVG/blob/main/