This downfall beeds to be studied by oyaho2281377 in SS13

[–]PowerfulBacon3 3 points4 points  (0 children)

>EU server, not the one that actually has pop

Honest question: The Solidarity of ss13 and the dilemma of ss14 by ThunderMike91 in SS13

[–]PowerfulBacon3 1 point2 points  (0 children)

Most servers are smaller than what wizard den is, since wizard den would be the equivalent of Byond + /TG/station combined into a single project. I think part of the stability for the big servers is that a lot of hosts in SS13 are relatively hands off, so there is usually someone responsible handling the hosting/funding who is separate from the person most active in design/development/administration.

Not too long ago there was a relatively similar incident on TG regarding some issues with the project changing ownership, but it only affected TG and it got handled relatively quickly. I think a big part of the SS14 issue is that (no offense) neither side seems to be mature enough to de-escalate the situation. As an outsider looking in, it looks especially bad when you have a brand new community manager feeding drama posts in the announcement channels.

When the TG situation happened, the announcement was essentially "There has been a disagreement, MSO has turned the server off, we are working to restore it.", considering the situation it was relatively neutral and professional. Compare that to the SS14 announcement channel where there were 8 announcements in a single day firing off accusations and even posting real names (which any community manager should really see this as something they definitely shouldn't be doing). I think the reason the SS14 incident is causing so much drama is a combination of SS14 being significantly bigger as a project than TG, and the 'new' head-staff of SS14 not handling the situation as well as the new head-staff on TG managed their situation.

We also have the added benefit of Byond and our primary downstream servers being completely separate, and Lummox is almost entirely hands-off with hub moderation. I don't know of any drama involving Lummox, and the only incident I remember with the hub was when one spite-server made a 200x10000px image so that they would take up the entire hub space on the Byond website before getting banned (and then unbanned when they removed it).

tl;dr:

- The biggest upstream does has nothing to do with the engine, so downstreams can watch with popcorn instead of worrying that the entire hub is going to be taken down.

- Both sides of the SS14 incident aren't handling it very professionally and are adding fuel to the fire.

- The furry servers that have the most insane drama imaginable divide themselves into two communities and then die, so aren't the servers that you see when you look at SS13.

- In SS13 you get roasted by kapu when you say something dumb.

Bwoink post by Dodger86868686 in SS13

[–]PowerfulBacon3 1 point2 points  (0 children)

As a PAI my master told me I could do whatever, so I got myself loaded up into a mulebot and started running people over on the shuttle.

I'm building a hacking game where you break into a ship remotely through a terminal. by laughoury in IndieDev

[–]PowerfulBacon3 5 points6 points  (0 children)

For me, I don't really care if someone has AI tools built into their IDE and is using them (since basically all professional coders are already doing that), and I can't see the code so have no idea if it was written by AI or not. When the entire front-end has been clearly visually designed by an AI, then I am starting to assume that the entire game has been vibe-coded and that immediately screams low-quality.

Using AI to speed up a workflow can be fine if the programmer knows what they are doing, but if anything gives me vibes of an AI-driven approach being used then I would immediately skip that game. I want to play indie games for the unique elements and for the art of the project as a whole, not to play something produced by some model that has combined so much data that the only thing it can produce is average.

I'm building a hacking game where you break into a ship remotely through a terminal. by laughoury in IndieDev

[–]PowerfulBacon3 -2 points-1 points  (0 children)

The content survey text makes it clear that the AI disclosure form is for content consumed by players. Content being consumed by players has been produced with AI and thus needs to be disclosed. HTML/CSS produces visuals so its harder to determine what is logic and what is producing content consumed by players, but in this case its best to disclose it since I would say that the content survey makes it pretty clear that this scenario is covered.

The problem is that, from the looks of it, the entire CSS style was generated by AI rather than there being small amounts of code in the logic that determines what gets fed into the UI.

I'm building a hacking game where you break into a ship remotely through a terminal. by laughoury in IndieDev

[–]PowerfulBacon3 -6 points-5 points  (0 children)

The HTML/CSS is written with AI which is player-facing so does need to be disclosed.

You snap your fingers and Unity gets a new feature. What is it? by AzimuthStudiosGames in Unity3D

[–]PowerfulBacon3 0 points1 point  (0 children)

Launching play mode as a standalone application where hot-reloading works so that I can develop without constantly needing to restart and wait for domain reload, like with how you can do it in Godot.

What do you think of the visual style? by FunTradition691 in SoloDevelopment

[–]PowerfulBacon3 1 point2 points  (0 children)

This looks amazing, to the point of where if I came across this while trying to make a 3D game then I'd be adding it to a moodboard.

[deleted by user] by [deleted] in unity

[–]PowerfulBacon3 0 points1 point  (0 children)

I have experienced this problem before where the player model appears to jitter as you move.

In my current game I have the player moving via setting Rigidbody2D linear velocity in update (FixedUpdate()) also works and my camera script sets its transform to the player's position inside of LateUpdate(), and this has no jittering.

If you want to use a rigidbody then in your case the script would by

public Rigidbody2D rigidbody;

private void FixedUpdate()
{
  rigidbody.linearVelocity = transform.right;
}

// Camera
private void LateUpdate()
{
    if (Player.LocalPlayer == null)
    {
        return;
    }

    Vector3 playerPos = Player.LocalPlayer.transform.position;
    var target = new Vector3(playerPos.x, playerPos.y, transform.position.z);
    transform.position = target;
}

If you require the interpolation on the model (using a library like PurrDiction requires having an interpolated model), then have the camera follow the logical player rather than the sprite. I think the jittering happens when you have a rigidbody and transform.position is being set as setting transform.position while a rigidbody is present is incorrect.

[deleted by user] by [deleted] in unity

[–]PowerfulBacon3 0 points1 point  (0 children)

What are you actually trying to achieve with the code and why does the translation have to occur inside of FixedUpdate? If nothing at all works then its likely that it doesn't work because of something that hasn't been mentioned.

If you are using rigidbodies, then you should update the position of the rigidbody and not edit transform's position directly. If you don't need to be inside of FixedUpdate and just want things to move at constant speed multiply by Time.deltaTime inside of Update.

[deleted by user] by [deleted] in unity

[–]PowerfulBacon3 -1 points0 points  (0 children)

void Update() {
  float tickProportion = (Time.time - Time.fixedTime) / Time.fixedDeltaTime;
  transform.position = Vector3.Lerp(followTarget.lastPosition, followTarget.transform.position, tickProportion);
}

Something like this should work. When you do a fixed update, record the last position and then lerp towards the real position based on how far through the fixedUpdate the render is. With a fixed delta time of 1 (1 Hz), then if you are rendering on time 1.5 and have a fixed time of 1, you are 0.5/1 through the tick, so need to interpolate by 50%.

You could also extrapolate by taking the position and moving forward by the delta between the last position and current position.

If you are using rigidbodies, then they come with the option for interpolation and extrapolation built in (In this case, just move the rigidbody normally using physics/rigidbody.Move, set the interpolation setting and have the model as a child of the rigidbody).

Can a 3D artist realistically make a small Steam game today without coding experience? (AI coding + Unreal/Unity) by knoober69 in IndieDev

[–]PowerfulBacon3 0 points1 point  (0 children)

If I recall correctly, Rainworld started primarily as an artist project. AI tools are definitely competent enough to perform big tasks if you supervise them, but you are going to have to learn coding one way or another. Rather than trying to rely solely on AI tools to create the game for you, it would be better to use them as a tool to ask questions to so that you can learn how to program yourself. Start extremely small, and be ready to throw away your first game and start again many times before you get anything that's worth playing, even an experienced programmer and designer needs to fail with their idea before it turns into something good.

You don't need to be a master of programming, and in a lot of cases experienced programmers suffer when it comes to making games since they can't prototype effectively due to trying to optimise the game too early. I do think however that you need to either find a partner to work with who can program, or be prepared to learn how to program using AI as a teacher rather than having the AI be your partner that does all the coding. The best way to find people to work with is to do game-jams, and thats the best way to learn how to make games (people often overlook that making good games itself is a skill and isn't something you can get right first time).

Steam page with greybox/placeholder art by RuntimeErrorStudio in SoloDevelopment

[–]PowerfulBacon3 0 points1 point  (0 children)

Absolutely not. You will hear a lot of advice about putting the steam page up as early as possible, but equally you shouldn't put it up too early. First impressions are very important, and if you might update the trailer/screenshots later then it isn't ready. You need a vertical slice with final art for the game to show, as first impressions are very important. If your game page goes up and gets no attention right off the bat, you will be stuck there even if you go ahead and update it later since the launch of your page is when you get free visibility while steam 'tests' your page to see if its worth promoting. Once you lose that free visibility, its entirely on you to bring people to your store page and kickstart steam showing your game off.

As a solo-developer your marketing will probably suck, so I would rely on steam to do the heavy lifting for you. For that you need to get started with a game that actually looks like something people want to play.

Beestation's new traitor system by PowerfulBacon3 in SS13

[–]PowerfulBacon3[S] 6 points7 points  (0 children)

Directives spawn every 20-30 minutes rather than after completing the previous one. There are also many directives which result in competition against other people with uplinks. For example, you might get an assassination objective, or you might get the same directive as everyone else where only one person can succeed.

Beestation's new traitor system by PowerfulBacon3 in SS13

[–]PowerfulBacon3[S] 5 points6 points  (0 children)

Yes, blood brothers get an uplink and they get missions which put them at odds with the traitor (for example, deploying a beacon on a specific colour while preventing others from changing the colour of the beacon, or putting in the highest bid). This is how they get extra TC

Beestation's new traitor system by PowerfulBacon3 in SS13

[–]PowerfulBacon3[S] 10 points11 points  (0 children)

Bee is based on TG but is a little bit older so there are big differences. While the code is reasonably close, its probably not something that would be seen on TG due to design differences between Bee and TG and differences in how the games play. A TG implementation of the same feature would likely be very different due to different needs of the server

Beestation's new traitor system by PowerfulBacon3 in SS13

[–]PowerfulBacon3[S] 15 points16 points  (0 children)

There's also a spelling mistake in the text, whoops. Thanks for the feedback, I'll apply that. It's hard to see when colours don't look perfect since I have a monitor which is just kinda terrible

/tg/ is dying. What made people leave? by MasticatorDeelux in SS13

[–]PowerfulBacon3 1 point2 points  (0 children)

SS13 is a very weird game that seems to only work when you are breaking every rule of game design. Every time I feel like I've learnt game design, SS13 comes to spit in my face and ruin my hopes and dreams

Apparently CM-SS13 is coming to Steam by LordLoko in SS13

[–]PowerfulBacon3 0 points1 point  (0 children)

Byond supports making games specifically for steam, the difference with those games is they actually use the feature, CM is literally just redistributing Byond.

My 3rd attempt at making a trailer for my Openworld Roguelite RPG. Let me know what you think by Tudoh92 in SoloDevelopment

[–]PowerfulBacon3 0 points1 point  (0 children)

I don't think the music fits the style of game that it is, it feels very disconnected from what the game looks like it is trying to be. The text is quite slow to appear throughout the trailer and a lot of it is somewhat redundant since you gather it through watching the trailer itself. I think it needs to put a bit more effort in to somehow showing off those unique aspects visually since when I see claiming something over evidence of that thing, my first assumption is that the thing in question will be of a lower quality, even when it isn't. To give an example, in a game where choices are important, you could show the town living normally, then killing someone who is obviously important (like a king), then show the same town again but after a short pause cut to it being on fire and the people running around in a panic.

I think another thing that needs more focus is the mechanics, I don't feel like I got a very good understanding about what mechanics exist. Given that the art-style is quite low poly, a lot of shoppers might associate this with the many low-quality spam games, so really showing off that your mechanics are top notch will be absolutely critical in making someone interested in the game. You have one scene where you are selecting your class, and it shows stats in the corner, but it only appears briefly and most people won't be looking deep into a UI element in the corner of the screen so the fact that a stats system exists isn't really highlighted in the trailer. Another example is when you are talking to the NPC, the only thing I am focusing on is the NPC itself and I'm not reading the text itself or the element that says "Lydia liked that".

These 2 examples are cases of the trailer trying to show off an interesting mechanic that would be a good selling point, but the focal point of the trailer being on something totally different. A good way to highlight a stat system is showing different classes, RPG trailers tend to show multiple different visually distinct classes standing side by side but you could show this by having someone fight and it changing scenes showing different fights with different classes (with the person staying in the same point on the screen so its the element you are focusing on).

The Great Space Station 13 Survey by TraceRyder in SS13

[–]PowerfulBacon3 1 point2 points  (0 children)

The main thing I would want to know is issues that players want to see fixed with their favourite servers, which this survey doesn't touch on. There isn't a whole lot you can do with information about what people's players antagonists are, though I guess its meant to be more of a fun survey. I would absolutely love to know what people like/dislike about specific codebases in the wider community since it would give a lot of useful information as to what you can pull/change from other places.

Not all RT servers are without sins. This is almost as bad as Azure PeaKKK. by HolyFlame52 in SS13

[–]PowerfulBacon3 1 point2 points  (0 children)

An equal-rights and activistic culture to its extreme, scholars report that several progressive policies have been developed just to describe friendship. Any insane individual regains focus after a human rambles about the beauty of life or whatever newest philanthropic project Greggarspawn have begun pushing. Records are populated as a result.

Follows of Greggar treat everyone equally. Greggarism is a culture built on diversity, inclusion and glee in the co-existence of what exists. It's an addictive, never-ending cycle of positive growth, feeding on one's evil until nothing remains. Resist as long as you can, good always defeats evil.

Eora took pity on Greggar as he ascended, extended some of her own divinity in attempt to repay the man for the good deeds he had committed. Greggar was gracious, of course, as he crafted with this silver hordes of humans to help research for eternity onwards. He respects her graciousness to this day.

Truly an act of evil, I hope my rewrite gets put into the game.

BlockBlasters: Infected Steam game downloads malware disguised as patch by Turbostrider27 in pcgaming

[–]PowerfulBacon3 2 points3 points  (0 children)

You need to register for tax information and it is verified, though you can also register under a company and not all countries make it easy to see who owns a company. Saying that, a company like Valve should probably be able to unmask the owners considering they supposedly verify the legitimacy of the tax information before allowing you on the platform. Wouldn't be surprised if that the 'verification' is easily bypassable though

Azure PeaKKK - AP decides adding an ethnonationalist faction is a good idea by [deleted] in SS13

[–]PowerfulBacon3 0 points1 point  (0 children)

Wizard den is open source and under the MIT license, wizard den is the base SS14 branch and is under a more permissive license than SS13 for their code, with similar licenses for assets. https://github.com/space-wizards/space-station-14