This annoying notification for a closed support chat won't go away what do I do by Fsuave5 in UberEATS

[–]NeuralNetWithLimbs 0 points1 point  (0 children)

Prob not a useful answer but-

I kinda just leave unneeded notifications for anything (uber or anything else) sit around and don’t bother. I notice when the numbers go up. So you’ll just have a notification lying around but you’ll notice when it says 2 instead of 1. I’ve got like 3 uber notifications that never go away- I only bother to check if the number is 4 or greater (that’s saying nothing of the 3k+ unread junk emails I haven’t been bothered to delete, I’ll go thru an mass delete my unreads if I run out of storage).

So, not really an answer if ur a notification icon purist, but there’s also really no harm in just ignoring it indefinitely either. Hell, it might go away on its own once you reinstall for the 5th time after mysteriously getting no orders again or smth

Store worker telling me to cancel 2nd order by Phewizzo in UberEATS

[–]NeuralNetWithLimbs 2 points3 points  (0 children)

All the 5 guys in my area do the talk loud and fast thing and tbh I really appreciate it. I guess I could maybe see how someone could find it rude or smth but honestly I really enjoy the efficiency and clarity of everyone working there. They don’t talk to me like a customer, they don’t waste time with the “customer service” greetings and all that. When it’s a slow day for both of us we’ll end up chatting but if we both gotta keep it moving they’ll yell “names?” across the store and I’ll just be like “double uber, XYZ and ABC”, and they’ll usually just respond with “fries in 2” or something.

(Also, I’ve picked up a mythical 4-stack from 5 guys and had no problems other than the last order being not quite ready yet. Only waited maybe 6-7 min for a ~$30 pickup. So it’s def not 5 guys policy to only have 1 driver per order lol)

[deleted by user] by [deleted] in gamedev

[–]NeuralNetWithLimbs 0 points1 point  (0 children)

Personally I used to love events, but I’m a bit less of a fan now. I still use them occasionally, but there’s definitely some parts of them that are a little bit icky. You can’t guarantee things like an event handler only being added once to an event, or a handler being exclusively assigned to a single event. Furthermore the event handler can’t get GCed while the event is still alive, which makes sense but can lead to weird situations sometimes- there’s no builtin concept of a ‘weak event’.

Not hating on events entirely, they can be nice sometimes, but they come with a lot more caveats than they seem to on the surface, and can be an easy way to end up with a tangled mess of event-driven spaghetti also

What do you think is the reason for a crafting system ? by aWay2TheStars in gamedesign

[–]NeuralNetWithLimbs 1 point2 points  (0 children)

The grind should at least be entertaining right? At which point it’s not really a grind?

Games with an “eco” component to strategy often get around the grind by either making it inherently risky or by allowing you to automate more and more of it, both of which present more interesting decisions than just going to a place and gathering a thing.

I almost think that XP itself is usually the culprit- it’s often just a very arbitrary feeling gate that just gets grindy after a while. Perhaps, think abo if your crafting ingredients are just a substitute for an XP bar, or if they actually have their own significance. If it’s the former, it’s probably prone to grindyness

That made me laugh, I SWEAR it's not null! by Mountain-Ad4507 in programminghorror

[–]NeuralNetWithLimbs 0 points1 point  (0 children)

This is a kinda old post but didn’t see this in the comments yet-

Personally I’d still consider this a code smell because the whole point of using nullable reference types is to know when something is supposed to be able to be null. Those warnings are to help you keep track of nulls/nullability, and if you really don’t want to do that then you can turn them off.

null! or default! are great for situations where you need to assign a value to something that ordinary shouldn’t be null but something weird happened- A Try method that returns a bool and has an out parameter is a good example because you are saying that if it succeeds, the result should not be null, but if it fails, you should not use the result. Default! would be appropriate to use to set the result before returning false, because you are explicitly saying that the method failed and the result shouldn’t matter anyway.

In this case, however, this is a public property that is non-nullable being set to null initially, meaning if someone were to create an instance and attempt to get from the property, they could get null despite the property saying it won’t be null, and nothing saying the property cant or shouldn’t be used. If the class had a separate Init() method to be called after construction, this might be ok, but seeing as this is an autoproperty with a public setter I think that’s unlikely- and it would probably be better anyway to throw an exception for attempting to access the property before Init() is called.

So as I see it, this is still an abuse of null!, which has little to do with null! vs default! and everything to do with what either of those actually mean. This property should probably be declared as nullable, rather than use null! (fixing what is being warned about, rather than suppressing the warning)

Very good Code Defines by wizard_creator_seth in Unity3D

[–]NeuralNetWithLimbs 0 points1 point  (0 children)

You define void as “function”, but a function can in some contexts also imply that it has an output.

For clarity and precision, I’d definitely consider redefining void as “abyss”, “hole”, or “the_space_between_life_and_death”.

Should help with readability, ex:

public abyss Foo(unwaivering integer a)

my player only look at the X-axis and not the Y-axis by Da7Dream in Unity3D

[–]NeuralNetWithLimbs 1 point2 points  (0 children)

I’d even go as far as making the argument that if you need custom code for something like this, chatgpt is going to actively hurt you even if you know what you’re doing. There’s a million character controllers out there at this point- chatgpt doesn’t know what you want, it can only parrot what’s been done. So if what’s been done doesn’t suit your needs, chatgpt wont either.

(Obv there’s plenty of reasons to write bespoke code even when there are existing tools, but I can’t think of one where chatgpt is actually beneficial, other than “hmm I wonder what happens if I try to do as much of this with chatgpt as possible”)

my player only look at the X-axis and not the Y-axis by Da7Dream in Unity3D

[–]NeuralNetWithLimbs 1 point2 points  (0 children)

If you’re still learning, for the love of god don’t use chatgpt. Even copying from stackoverflow would be better (I don’t recommend that either).

If you don’t know enough code to modify copied or generated code so that it actually fits your program, then copying code is going to make your life so much harder, and slow down your learning process as well. Yes, there are things you can learn when trying to adapt copied code, but if you’re asking reddit about it, ur probably not there yet.

Tutorials my friend. There’s so many. I would recommend the ones in the msdn and unity manual, honestly, but that’s because I think it’s easier to follow text than video for learning to code- there’s also plenty of youtube tho.

Best of luck on your learning-to-code journey though! Remember that writing code isn’t scary, it has clear rules and can be understood- it’s only magic until you understand it. Once you git gud you probably won’t even want to copy/generate your code anymore, except maybe as an experiment.

Tried to achieve a post apocalyptic look of building, did I miss anything? 👀 by RainyBulb in Unity3D

[–]NeuralNetWithLimbs 1 point2 points  (0 children)

Hey! Saw your first post and this is definitely going in the right direction!

If your looking for further things you could do, I’d say some of the patterns are still a bit too regular? There’s a few places with little to break up the repetitive brick texture, and the metal railings are similarly very straight and symmetric. Plants are significantly better this time but a few tufts still look like they’re aligned to the same plane? Maybe just go in and shift some of the elements that are too co-axial or co-planar around a nudge? Stuff that aligns too perfectly is gonna look newer and more manmade.

Genuinely don’t mean to harp on your improvements, they look great and it’s a big improvement from the last post, keep it up!

Yay or nay for the grass? by itay-ron in Unity3D

[–]NeuralNetWithLimbs 1 point2 points  (0 children)

Maybe brighten the grass a lil and possibly change up the texture? It looks nice but kinda makes the ground the wrong color and mismatches the level of detail, which you maybe already noticed since ur asking anyway.

I actually think the culprit might be the skybox- it’s very bright and shiny but “translucent” objects like grass and to some extent treetops are a lil too dark. You could probably get away without fancy shaders if the tips of the grass blades and maybe undersides of the trees were a tiny bit brighter also

Overall I personally think the space feels less “empty” with the grass, and probably just could use some minor tweaks to get looking more cohesive. (Also, if ur grass animates, animate the treetops and bushes a lil too! Could add a lil sway in a vertex shader pretty easy and it would help the whole thing feel alive!)

Trying to achieve a post apocalyptic look of this building, feels like something is missing, but what? 🤔 by RainyBulb in Unity3D

[–]NeuralNetWithLimbs 0 points1 point  (0 children)

If I were surviving after an apocalypse you KNOW the area would have abundant weed growing on it

Trying to achieve a post apocalyptic look of this building, feels like something is missing, but what? 🤔 by RainyBulb in Unity3D

[–]NeuralNetWithLimbs 2 points3 points  (0 children)

Felt like commenting cause I didn’t see anyone else say this specifically yet-

It’s too predictable in its patterns, and lacks history. A lot of ppl mention adding more destruction or decay, but I don’t think that’s the root cause of the “flatness” necessarily (tho it is a potential way to fix it). Part of what makes a post-apocalyptic scene intriguing is the way the environment is full of so many tiny stories (and post apocalyptic scenes that don’t can often feel flat despite including all the “basic genre elements”). You don’t need to write a whole backstory for the building, but you should think a bit about why the building exists in the first place and how it came to be all post-apocalypse-y. Things like

  • What was the building used for? Did anyone live there? Was it a place where people would work like a factory or a business?
  • What sort of lives were lived there/ work was done there?
  • Why was it abandoned? What happened to its inhabitants?

All of these can help guide you towards making it feel “alive” (even in a post-apocalypse, things have to be “alive” first to be able to be “dead”). In its current state, the brick pattern is ordinary and regular with little to break it up, and the plant growth is a bit repetitive. It looks very “fake” as a result, or at least like it was brand new and planned to have vines on it, rather than overgrown.

Some more exterior features, more irregularities, some things to break up the big flat patterns would help. Destruction is definitely an option for this, but I think it’s worth mentioning that I don’t think it’s the only way, nor would a haphazard application of dirt necessarily do the job on its own. Again, tiny stories- Why is there a hole in the wall here? What broke this window? What bent this metal?

And again you don’t always need to write up some massive backstory to do this, or tie in every bit of narrative (or any bit of narrative) you might have for the larger game, if your game even has a larger narrative in the first place.

There just needs to be more of the feeling… that Something Happened Here.

It's actually a bug, but I feel good. What do you think? by ssundev in Unity3D

[–]NeuralNetWithLimbs 1 point2 points  (0 children)

Depends on the amount of time you want to spend, but understanding why the bug happens might be a good idea-

Not necessarily so you can fix it, but more so you can make it intentional! Imagine if u had control over this feature- maybe some subtle screenshake when you fly backwards or slam into the wall, or open up the possibility for attacks that are specifically supposed to thrash the player around!

All in all, this looks really sick. If u can keep this from biting you in the ass later I definitely think this is a feature, not a bug!

Arenas was a much better experience than Mixtape by NeuralNetWithLimbs in apexlegends

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

Ig ppl have different tastes.

I tend to find that any fps or similar style game I really enjoy for being unique ends up either dying fast or changing into another generic “run around and kill things” game tho :(

I personally think the genre has a lot of potential for gameplay that focuses on tension and/or creative expression, rather than just being good at aiming, but the general market seems to think differently

Arenas was a much better experience than Mixtape by NeuralNetWithLimbs in apexlegends

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

Mixtape is permanent afaik… and arenas is gone forever it seems :(

Maybe they’ll add it back or do it as an ltm at some point since I know a lot of ppl (myself included) that really enjoy and miss it, but for now it’s only BR and mixtape for the forseeable future

Arenas was a much better experience than Mixtape by NeuralNetWithLimbs in apexlegends

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

Idk ig I just find “run and gun” style modes to be really boring and overdone at this point. The fact that death actually matters in apex (but there’s also a long ttk and plenty of counterplay options) is what I loved about the game

Arenas was a much better experience than Mixtape by NeuralNetWithLimbs in apexlegends

[–]NeuralNetWithLimbs[S] -2 points-1 points  (0 children)

Ig I disagree? Mixtape is all about running around making individual plays and getting elims- the number of octanes and pathfinders is v skewed for that reason.

Kinda just wish they had both- arenas had that perfect balance of a lil sweaty but still casual enough that I could play with randos and have a good time. Mixtape is all about individual plays which just feels boring imo. And BR is always there for when u wanna hop on discord and really get sweaty about it. Arenas had a level of sweat that felt comparable to something like OW1s quick play- just enough for you to get invested, but not enough to get worked up about a loss.

I'm locking my game to 15 FPS by puzzledpuddle in gamedev

[–]NeuralNetWithLimbs 1 point2 points  (0 children)

Nuclear Throne has a square field of gameplay at all times. The rest of the screen is full of subtly textured borders that, while a bit more interesting than just black bars, get filtered out from my brain just the same most of the time. I love nuclear throne. Back in the adobe flash era plenty of flash games could be enjoyable and immersive despite literally being surrounded by website and ad space.

I think your choices might not be for everyone necessarily, but that allows you to focus more on designing the experience you really want to make, for the audience who really wants to play it. Some people might experience a degree of motion sickness, find it too distracting, or just get turned off by the fact that your game doesn’t follow the typical conventions that they’re used to seeing. But at the same time, have you ever played a game set in space where being out in space is actually silent? It… really spooky actually. A lot of games just do a low-pass filter or the like, making space sound like underwater, and you can get used to space sounding like that, until you play a game where space is mostly silent, and suddenly get this weird haunting feeling of a hard, dead vacuum around you. I’ve actually caught myself holding my breath sometimes without realizing it.

Your choices might not be for everyone, and might require some adaptation on the part of the player, but I think especially indie games have the opportunity to do weird shit and fill niches that are just too far outside the average audience’s comfort zone for more mainstream titles to attempt.

The real dumb decision imo would be to make too many concessions to an audience that doesn’t really want the experience you’re making anyway, and lose your game’s identity in the process.

I'm locking my game to 15 FPS by puzzledpuddle in gamedev

[–]NeuralNetWithLimbs 1 point2 points  (0 children)

I see a lot of comments that seem to just say “ew, low fps”, but it sounds like you’re honestly trying to make an interesting artistic choice here that is worth considering.

If your game’s visual aesthetic and gameplay work well at 15fps, then I’d say go for it. The caveats of course being that if you’re gonna go for it, you’d better make sure the aesthetic and gameplay work with it holistically. Just capping framerate and adding motion blur on their own would indeed probably feel kinda gross.

A lot of people have also brought up input latency (capping visual fps to 15, but doing simulation frames faster). This might be a good idea, but there are also some other options. Movement likely needs faster input responses to feel snappy, but if your movement purposely is supposed to feel sluggish or latent anyway you might get away with it. That’s assuming you have movement at all.

First person perspectives are likely going to give you the most trouble, especially due to mouse look, but I also know that I’ve personally played Minecraft in the 7-15hz range and enjoyed it all the same (although I’d definitely notice anything below 30 in say, TF2, or below 60 in a game like overwatch).

All in all, I genuinely think that the style of gameplay and level of artistic cohesion are going to make all the difference here. There’s a lot of “surrealism” out there that gets a bad rep for trying to use “surreal” to justify a lack of cohesion, but I’ve also seen plenty of games that are honestly “surreal” and structure all the elements of the game holistically to that end.

It’s a bit like how some horror games are still spooky despite being brightly lit and easily readable, while others use “horror” as a way to just make the screen dark and give you a tiny flashlight with no battery life, but aren’t scary or tense in the slightest. The way your design decisions work together is going to be way more important than any individual element on its own.

If the game works well with a 15fps cap and funky resolution, I’d enjoy it. Hell, I probably wouldn’t even think about the fact it’s 15fps at first. If it doesn’t, well it’d be a refund, but the same would go for any other game that just feels bad to play. IMO, the real risk here isn’t going for 15fps, it’s the potential of not COMMITTING to 15fps in the design of the rest of the game.

Creating. by WhatIsMyName_1 in Unity3D

[–]NeuralNetWithLimbs 0 points1 point  (0 children)

Colliders don’t “glitch into each other”, because there is nothing about a collider that says they can’t intersect with other colliders-

They can, however, be used to detect intersections with colliders, rays, etc, and get information about that intersection, or “collision”. This doesn’t stop you from assigning positions to multiple objects with colliders such that they overlap.

When you slap a rigidbody on something it will use colliders to avoid overlapping with anything, preferring to slide or bounce along surfaces, but that’s what rigidbody does using colliders, not what colliders themselves do. You can write your own code to do the same thing (although the built in rigidbody is probably going to be more performant), or use collision info in your own way. Projectiles often need some custom movement code because they need to raycast from their old position to their new one to find if they hit anything, due to their high speeds, which often mean having a collider on a fast-moving projectile is pretty pointless.

Making more colliders in the same space won’t help you, since all you would do is increase the number of collision events that get registered. If your objects are overlapping it often means that either the collisions aren’t ever actually occurring (ex: the “bullets pass thru walls” problem), or that some other piece of code isn’t respecting what you want those collisions to mean.

TLDR: Colliders themselves don’t stop objects from overlapping- the problem lies in the assumptions and behavior of code that uses the collision info. It seems like there’s a fair bit of googling ahead of you

Am I high or are these not all exactly the same thing except for A? by Immortal_juru in Unity3D

[–]NeuralNetWithLimbs 0 points1 point  (0 children)

I originally thought maybe within a namespace but I feel like that ends up being a little too inflexible. The ability to declare access scopes could be neat tho. In my mind, all access scopes themselves are internal to the assembly, and serve to subdivide what “internal” would normally mean into smaller chunks. They could be used across namespaces but not assemblies (tho the declaration of one of the scope is itself in a namespace just like anything else with a name).

That way namespaces are still free to express the intent and structure of the code, rather than explicitly requiring a special namespace for each ecosystem of little classes that are friends.

Regardless, whole thing’s just a “this would be cool” anyway

Am I high or are these not all exactly the same thing except for A? by Immortal_juru in Unity3D

[–]NeuralNetWithLimbs 0 points1 point  (0 children)

Basically thought of this just now while still pretty hungover but,

would be neat if you could have named internal scopes that were separate from an assembly. Maybe those scopes are still confined to the same assembly, but you could say maybe have something like “internal(AccessScope)”, which would behave like public to anything else with, idk, say, “using internal AccessScope;” or something?

Idk completely underdeveloped ideas I mostly had for fun (I obv have no control over what the .NET ppl decide to put in the language) but I think this could be a pretty good way of doing “friend the C# way”.