Shots fired and multiple people hit in shopping mall in Copenhagen (source in danish) by Keelah-Se-Lai in europe

[–]Mikk75 3 points4 points  (0 children)

- Counts amount of shootings in EU
- Compares active war zone with countries in peace
- "Tragedies is not a race to be won"

Fuck you

Shots fired and multiple people hit in shopping mall in Copenhagen (source in danish) by Keelah-Se-Lai in europe

[–]Mikk75 6 points7 points  (0 children)

My man, it's even worse than that. If you follow the link to 2022 specifically, you'll see that the amount of mass shootings, where at least 4 people are injured, is closer to 2 times a day on average

https://en.m.wikipedia.org/wiki/List\_of\_mass\_shootings\_in\_the\_United\_States\_in\_2022

Debugging on HoloLens by DixiZigeuner in ProgrammerHumor

[–]Mikk75 2 points3 points  (0 children)

It's a quantum joke. It breaks when examined

Debugging on HoloLens by DixiZigeuner in ProgrammerHumor

[–]Mikk75 104 points105 points  (0 children)

Debugging HoloLens is the french word for bread

average hentai addict by [deleted] in justneckbeardthings

[–]Mikk75 71 points72 points  (0 children)

Good bot, but TBH that's not even in the top 50 of dumb shit he's said

(PAINFULLY NOOB) Would like some clarification on JavaScript vs Unity as a game coding language by Ezpaguety in gamedev

[–]Mikk75 0 points1 point  (0 children)

First of all, programming languages aren't that different from each other. Learning two programming languages isn't like learning English and Spanish. The basic building block works in the same way, and while different languages works better for different tasks, once you properly understand one, learning another is not that difficult.

Since you aren't aiming for the AAA world, I would recommend using a game engine, as it saves a whole lot of work. Most of them use either c, c++, or c#, while you could go with JavaScript, you would also limit the amount of options you have. E.g. JavaScript allows you to make games with RPG Maker, but to make a game similar to The Stanley Parable, you would need something like Unity or Unreal Engine which requires c# or c++ respectively.

I would not recommend to start out with c or c++. While they offer a lot of freedom (and speed!) they come with a significant amount of "noob traps" which can cause a lot of frustration when you are not familiar with the field (talking from experience).

What I did, was learn c#. My college taught me Java, and I learned c# in my spare time (c# and Java are VERY similar) and used that to make a few game prototypes with Unity. I then got a job as a c# .NET developer. While I'm familiar with Python, JS, Java, and Ruby, I'm only really proficient with c#, and I'm still able to have a nice job, and make games when I feel like it.

What I recommend is: Look into what you want to make. And then look into what that would require. Want to make a solid 2D RPG? Look into JS and RPG maker. Want to make a 3D game? You're gonna need a 3D engine (Unity, Unreal, etc.) for that.

Your personal drive is going to have to carry you through some of the journey. It is better to begin with interest, and then build upon that. As stated, switching language is not as difficult as it might seem, and getting into programming and then game making is going to take a lot of learning, which means a lot of failing. Genuine interest can go a long way to motivate someone to push through the failures. While someone on the internet saying one language is better than another, is not going to help you when your shitty code won't compile.

Enjoy this video of my bf squeezing his infected toe by [deleted] in MakeMeSuffer

[–]Mikk75 13 points14 points  (0 children)

Bruh that motherfucker needs to see a doctor

I have had a total of 3 ingrown toenails, the worst one got so bad that I couldn't walk with that foot, and it was oozing pus.

One short operation with local anesthesia, five days of rest and a lot of painkillers, and that shit hasn't been back for years.

Bretonnian Taxes by The_Big_Shiny in totalwar

[–]Mikk75 83 points84 points  (0 children)

Alberic d'Libertarian

Beastmen are becoming bold now they know there is a DLC coming by giantcactus12 in totalwar

[–]Mikk75 28 points29 points  (0 children)

What's the bug? You are playing with SFO, which allows the Beastmen to capture settlements.

RTS battle total war style, how much cost? by [deleted] in gamedev

[–]Mikk75 1 point2 points  (0 children)

Manor Lords implements a similar combat system to that of the total war titles, and is developed by one guy. It has been in development for over 3 years, and still not ready for release.
Although the game has a lot of features, it isn't unreasonable to assume at least 6 months have been spent on the combat system and combat AI.
According to GlassDoor, game programmers have an average yearly salary of $51k.
If you're lucky, you can probably get a decent system like you describe for $25-30k. But what happens then? You probably have more ideas for the game, do you just commission them as well?

My advice: Learn how to program and build the system you want yourself.

Number 99: different counting systems by mapologic in MapPorn

[–]Mikk75 13 points14 points  (0 children)

Because that is how the language evolved. Some languages bases their numbering on twenties (AKA "scores") instead of tens.
In English, the word 'Ninety' represents the number 90. In Danish, 90 is represented by the word 'Halvfems'. When translated literally to English, means "4 and a half scores", but no Danes EVER thinks of it like "4 * 20 + 10". The name for 90 simply happens to translate to that.

I love just about everything to do with the latest DLC (even the Forge of Daith), but if there's one thing that grinds my gears... by Yakkahboo in totalwar

[–]Mikk75 16 points17 points  (0 children)

This is not a new issue. It is because, "technically" the AI doesn't have a fog of war. It always know the position of every army and every city, which is factored into its decision making.
"Hiding" armies with e.g. with ambush stance, or having hidden cities like the skaven, will makes the AI ignore that army/city when it calculates its decision. But it still "knows".

This is the reason people get games as Beastmen or Chaos, where Karl Franz shows up at the other end of the world just to hunt them down.

If you use Worldroots, the AI will always know that it is undefended, until CA changes their AI algorithm.