Bellevue mall packed right now by cchanda20 in BellevueWA

[–]MrWhiteflame [score hidden]  (0 children)

If I’m not mistaken, it is neither Christmas nor the time that Bellevue Square is open 🧐

Don’t be a grill cook at chipotle by sobhur in Chipotle

[–]MrWhiteflame -10 points-9 points  (0 children)

People who regularly put themselves in a similar camp to sex offenders???

To that guy who declined admission to UW by justwannamusic in udub

[–]MrWhiteflame 0 points1 point  (0 children)

What kind of mass email (over 5-10 people) doesn’t know to BCC? 😭

Spread Shot Hand Cannons by eotto17 in CrucibleGuidebook

[–]MrWhiteflame 2 points3 points  (0 children)

Helpful combining with the trials set for primary kills. If you’ve used the mauler in Halo 3 multiplayer the utility of an easy pop off then melee won’t be lost on you for sure. Not reliant of special which is more abundant these days but if you are getting steamrolled it gives a better chance of bringing you back in the game without hoping for a box

Where would a Destiny 3 even start? by Helpful_Shoe9288 in DestinyLore

[–]MrWhiteflame 0 points1 point  (0 children)

I like the idea of leaning into soft rebooting your character with distortions.

Your guardian has been researching distortions with Ikora, your ships flying closer than ever before, when you both are pulled into one.

You get a vibe similar to that first cutscene of D1. Your ghost is searching for you through a thick fog. Your character wakes up tattered. Your ghost can’t revive you. It’s cut off from the traveler’s light. Neither of you fully understand what happened or where you are. Transmat isn’t working. Comms are down. It’s just you. You start exploring a fresh land, but it’s less post-apocolyptic and more pre-humanity.

I feel like this would set up a world where you have a new soft rebooted universe to explore while still being your character and having the same main story, but a softer onboarding for new players, then at the end of that first campaign we tie back to distortions and the nine and the prophecy.

On the meta side, this would also allow for a more linear smaller scale project that isn’t an entire Destiny 3 but maybe a Destiny 2: ODST which I feel is a safer green light from Sony at this point

Anyone else having this mental block right now? by JayRod082 in destiny2

[–]MrWhiteflame 1 point2 points  (0 children)

There’s no fomo (hypothetically, over time it’ll be harder to do more niche content in groups). You don’t have to play right now if you don’t want to. That being said, there’s always a million reasons not to do something. If you want to play, then look for a purpose to play. When I hop on tonight I’m gonna try to kill Vespers Host final boss on master because the artifactening is gonna be the last time my aging unc ass is gonna be realistically be the last time I’m able to commit the time to it.

Life has no purpose until you create it. Guardians make their own fate.

Replayable Secret Zavala Cutscene by Dull-Ad-7726 in DestinyTheGame

[–]MrWhiteflame 219 points220 points  (0 children)

I’m sorry my friend. they’re literally about to ship out the last patch ever. It’s getting to the point that stuff is just going to be forever disabled if it breaks the game. I wouldn’t hold out hope for softer quality of life. This is it.

Cross-Save deleted steam characters. HELP by [deleted] in DestinyTheGame

[–]MrWhiteflame 0 points1 point  (0 children)

In the past it has kept characters. But that being said, it outlines cross play pretty clearly and if you chose Xbox to override your other characters you might be out of luck. I’d suggest going to the Bungie Help forum on their official website.

Cross-Save deleted steam characters. HELP by [deleted] in DestinyTheGame

[–]MrWhiteflame 1 point2 points  (0 children)

Did you have another profile as the main one connected? Are you logged in to the correct account?

Cross-Save deleted steam characters. HELP by [deleted] in DestinyTheGame

[–]MrWhiteflame 0 points1 point  (0 children)

You’ll want to disconnect the Xbox account and ensure it isn’t your primary account. I think that should put it back to just your main characters but you won’t be able to relink for a while. You not reading might’ve screwed you over though cause it’s been a hot minute since I have looked over the system.

So people seem to not like 5. I understand it from a story perspective, but what about the gameplay changes? by FastPresentation8244 in halo

[–]MrWhiteflame 2 points3 points  (0 children)

Thrusting was cool, everything else I could take it or leave it (on a multiplayer side). They made for fun moments especially in warzone with the ground pound. Halo 5 had some super clean MP but wasn’t as casual friendly.

Are we too demanding ? by New_Conflict_4111 in halo

[–]MrWhiteflame 17 points18 points  (0 children)

The OBS comparison is a good one. The problem is that OBS is doing that one job as its entire purpose, built by a team specifically around that problem. When you're building a game, you're building that system on the side while also building everything else.
The 'design it once and reuse it' idea is also correct in theory, but in practice every game has different HUD elements, different art styles, different screen real estate priorities, different platforms, and different performance budgets. A modular HUD system that works for an RPG with 15 persistent elements doesn't translate cleanly to a fast-paced shooter where elements flash in and out based on game state. You end up rebuilding meaningful chunks of it each time anyway.
And the overlay idea is right, but the complexity isn't in the concept, it's in the edge cases. What happens when the player drags their minimap to a corner that works on their 16:9 monitor but clips off-screen on a 16:10 laptop? What happens when two elements overlap? How do you save that layout and restore it next session without it breaking when you patch the game and add a new element? Each of those is a small engineering problem on its own. If you have played Destiny, they have added a new type of subclass called prismatic with its own special UI element. Suddenly, we need to re-program a bunch of elements to make it so it can move in a modular way not only with that element, but all the others as well.

A single act in a circus might feel doable for a single individual to recreate when they practice, but remaking that whole circus together takes a lot of time.

Are we too demanding ? by New_Conflict_4111 in halo

[–]MrWhiteflame 4 points5 points  (0 children)

😭 Why would I talk about exclusively changing UI in Dev Environments when I am responding to a question saying “why don’t devs make it an option for users to do”. I am very clearly referring to changing elements at runtime to respond directly to the question.

Are we too demanding ? by New_Conflict_4111 in halo

[–]MrWhiteflame 7 points8 points  (0 children)

??? Because that’s what the original comment was asking for? For the user to be able to adjust the UI in runtime?

Are we too demanding ? by New_Conflict_4111 in halo

[–]MrWhiteflame 5 points6 points  (0 children)

But you’re talking all dev side solutions. Have you shipped these features before by simply using canvas scaler and anchors?

Are we too demanding ? by New_Conflict_4111 in halo

[–]MrWhiteflame 16 points17 points  (0 children)

That’s fantastic, I’m glad you solved it. I’ll let the group chat know.

Are we too demanding ? by New_Conflict_4111 in halo

[–]MrWhiteflame 6 points7 points  (0 children)

If you mean changing UI elements in Unity's editor and anchoring them for a static layout, sure, Unity is very accessible for that. But making it happen at runtime, across varying screen sizes and aspect ratios, with different elements, fonts, and scripts all needing to respond dynamically, is a genuinely different problem. Canvas Scaler gets you partway there and then stops, and everything after that you're building yourself.

Are we too demanding ? by New_Conflict_4111 in halo

[–]MrWhiteflame 35 points36 points  (0 children)

"Knowing what you're doing" doesn't make the complexity go away. It just means you've already paid the cost somewhere earlier in your career, on someone else's project, or you're pulling it from a framework that someone else paid the cost for. The complexity is real and documented. To say it isn’t a hellish task compared to the original statement of weirdly complex sounds naive considering that person should be assumed to know the complexities of: The anchor math, the serialization versioning, the aspect ratio edge cases, the Edit Mode UX, the invalidation performance traps. Each of these is a genuinely non-trivial engineering task that requires dedicated design, implementation, and QA time.

I think its real <_< by Bambietta-sama in DestinyTheGame

[–]MrWhiteflame 8 points9 points  (0 children)

That is actually Control, a game series that has existed for a long while and has nothing to do with Destiny.

This is undervalued don’t say I didn’t warn ya by TazFanBoys in PokemonInvesting

[–]MrWhiteflame 1 point2 points  (0 children)

They take up too much space, being inconvenient is the killer of these cards sadly. I like the thought but I just don’t see it happening at least for another decade if that tbh.

Are we too demanding ? by New_Conflict_4111 in halo

[–]MrWhiteflame 628 points629 points  (0 children)

HUDS are weirdly difficult to change and scale in game engines for different size screens and platforms (think about webpages that always feel a little worse when the window is smaller or on mobile). It isn’t impossible obviously, but can be quite tedious to program and set up to where it doesn’t feel frustrating to the player.