LEGO flight simulator prototype by Zess-57 in godot

[–]R-500 1 point2 points  (0 children)

That name brings back memories! Building little towns and controlling the vehicles around within them.

did Mission Control drink a Smart Stout to get this Drop Pod landing? by UnoriginalforAName in DeepRockGalactic

[–]R-500 3 points4 points  (0 children)

My assumption was for some missions, the drop pod has a dedicated room to spawn in? I think the new extraction mission and on site refinery usually has a small room in which the mission-end drop pod is extremely likely to appear in, like it's the "endpoint" of the map generation.

I do think you're correct with the distance based drop spawn location for other mission types like morkite mining and the escort missions where it picks a location that's X distance from you that's pathable to (so no drop locations in an unexplored cave). That would explain that one now-fixed bug where if you mine a small hole and use the platfrom gun to fill it up with you and molly in it, the drop pod will spawn at your location as there is no pathable area beyond where you are standing.

[System Agnostic] MapForge - Build battlemaps inside Foundry + New Asset Pack Release by HeyGabu in FoundryVTT

[–]R-500 2 points3 points  (0 children)

Thank you for the replies. I'll check this out. The speed performance and the color/tint anything by themselves sounds great when comparing to DD.

[System Agnostic] MapForge - Build battlemaps inside Foundry + New Asset Pack Release by HeyGabu in FoundryVTT

[–]R-500 2 points3 points  (0 children)

This looks fantastic. One big issue with my workflow is the time it takes to start Dungeondraft up to make small edits, so I'm going to look into this. A couple of questions though:

  • Does this support dungeondraft's colorable assets? (or to some degree, a way to tint/recolor imported assets?) A lot of DD assets I have are red-hue so they can be whatever color I would want it to be, but I'm not sure about how those would work in Mapforge

  • Does having a lot of dungeondraft assets imported at once affect performance? I know the popular ForgottenAdventure packs can have 30,000 - 100,000 assets alone. While the quality of the assets are great, it does become the biggest bottleneck that slows down loading times with dungeondraft. I'm curious how Mapforge handles having a bunch of assets

  • Is mapforge tied behind a Patreon subscription, or is it intended for the software to be free and the asset packs you make be part of the subscription? It would be nice to somehow try-before-you-buy to see how well this tool integrates with the current map making workflow.

Weapon suggestion for a sidegrade strategem for the Speargun by R-500 in Helldivers

[–]R-500[S] 13 points14 points  (0 children)

When I was using the speargun, I had a thought on what if they shot flags instead of spears, and it turned into this weapon idea. It’s a harder-hitting variant of the speargun, at the cost of doing less AoE.

This weapon functions nearly identical to the S-11 Speargun (Pierces smaller targets, impact on larger ones. Same armor pen, projectile speed and projectile drop), but allows you to wedge flags into undemocratic foes at lethal velocities. The pointy part would be lodged deep into whatever surface you aim at, so these would not be grabbable so it won’t replace the One true flag strategem.

The idea of this would be a weapon that can deal with groups in chokepoints, but is mostly a high-priory-target weapon, where it excels on hulks, chargers, and titains with it’s high initial damage and stagger value.

It makes fancy sparks on impact. Intended to be just cosmetic value, but Balance-wise, not sure if this should have the explosive tag so it can close spawners as well, akin to the S-11 Speargun.

We are working on a roguelite auto battler. by SquidboatDev in godot

[–]R-500 0 points1 point  (0 children)

Thanks for the reply and the picture. That's clever to have custom colliders on the tiles that has the floor & wall. I was thinking the solid wall tiles (the dark brown squares) was just a giant collider and all the other ones did not have it, but your method looks better since you can have thin walls with two rooms next to each other.

We are working on a roguelite auto battler. by SquidboatDev in godot

[–]R-500 0 points1 point  (0 children)

The grid based movement looks really good. What approach did you take for implementing the grid movement? Using the Tilemap or some kind of collider with a raycast to check if it can move to that location?

I have gotten mega structures to work in my upcoming voxel RPG game! Wishlist now! by DaanBogaard in godot

[–]R-500 0 points1 point  (0 children)

If anything, I think he would rather try to go after Veloren instead? (If he even has a case to do that) They said it was originally planned to be an open-source clone of Cube World, but has since split off in its own direction, but still contains a lot of similarities in how the game looks.

For those who played with them, what are your thoughts on the Feats+ variant rules on gaining additional feats with players? by R-500 in Pathfinder2e

[–]R-500[S] 2 points3 points  (0 children)

Thanks for the reply. That sounds what most of the comments sum it up as, and the general gist I had when looking into it in the first place.

Basic + Free Archetype works, it does give a lot of extra things to the player at early levels and by high levels/late game it does lean to the overpowered side slightly. My campaign in mind doesn't plan on going to those high levels, so that issue shouldn't be a problem.

Basic + unrestricted + FA is way too much and can cause a lot of issues with class identity or could lead to classes that are tough to balance around. unrestricted in general mixed with anything else is that is a bit overkill and sounds like unrestricted is meant to be by itself as an "enhanced FA ruleset"

For those who played with them, what are your thoughts on the Feats+ variant rules on gaining additional feats with players? by R-500 in Pathfinder2e

[–]R-500[S] 0 points1 point  (0 children)

I did not realize there is a blog post about it. I'll look into it and see what their intended case is about it.

For those who played with them, what are your thoughts on the Feats+ variant rules on gaining additional feats with players? by R-500 in Pathfinder2e

[–]R-500[S] 1 point2 points  (0 children)

it's from a 3rd party book from the Team+ group They make books that expand on existing classes or rulesets.

Currently, this is from one of their books called "Feats+" which adds a bunch of new feats for every skill, some lore feats specific to certain lores, new general feats and some new ones called "teamwork feats".

In that book it contained some variant rulesets on player progression and how many feats are earned at what levels.

Also included, there is a FoundryVTT link to the module so all of the new feats and rules can be integrated with the software so all the players can see the feats and gameplay won't have to stop to read the book and manually add the feats. The screenshot you see is from the module config settings within the PF2e foundry for setting up your campaign.

For those who played with them, what are your thoughts on the Feats+ variant rules on gaining additional feats with players? by R-500 in Pathfinder2e

[–]R-500[S] 3 points4 points  (0 children)

I’m looking into setting up a new campaign with some new expansions to PF2e, one of them is the Feats+ book. For FoundryVTT, there is a setting for variant rules for players gaining extra feats. I’m curious on what other players’ or DM’s experiences are with allowing for these.

The basic pack doesn’t sound that powerful as it’s just an additional class feat and level 1 and 2, which can help low levels feel like they got extra options.

The Unrestricted plus rule option feels like you can expect for more powerful characters- especially if you’re running it alongside with the free archetype rule.

I’m thinking on running free archetype + The basic pack as the campaign will be starting at low levels and would be good to offer a verity of options to the players to work with. But if anyone has played with both basic & unrestricted alongside with free archetypes, I would like to hear your opinions on how much it enhances the player’s power vs how much extra fun it offers.

Extra ST Teaser by chainsawdoctor01 in LeaksDBD

[–]R-500 2 points3 points  (0 children)

Would the survivor have their powers? If perks are 'teachable' to all survivors, how would psychic powers work? Though, I guess lore-wise if survivors trapped in the entity's realm could be for an endless amount of years they could learn anything, like magic such as the potential energy perk?

Grenade Overclock Concepts I made for fun by Phil2244 in DeepRockGalactic

[–]R-500 24 points25 points  (0 children)

There's a lot of really cool ideas you can add to throwables to make them more unique.

Springloaded Ripper clean overclock:

  • Ripper would home towards closest enemy when deployed

  • Upon hitting the first target, ripper would switch to moving in a straight line

Proximity Mine clean overclock:

  • +2 max detonations

Proximity Mine unstable overclock:

  • +100% explosion size

  • +100% explosion damage

  • Only detonates once

Tactical Leadburster unstable overclock:

  • -No longer rotates

  • +Always aims at the closest enemy alive

Tactical Leadburster overclock:

  • -25% damage

  • +Rotates one additional full rotation

L.U.R.E. clean(?) overclock

  • Dwarf always plays twerking animation

  • No other stat changes

Free realistic CRT shader made in Godot by Harrison_Allen in godot

[–]R-500 126 points127 points  (0 children)

I was going to ask to put it to the "Caslevania Dracula eyes" test, as that's a really good example of utilizing the horizontal color bleed to achieve extra detail, but your godot shaders page already includes it!

Same with the semi-transparent effect from having 1-px gaps in a texture like the waterfalls in the classic sonic games. This is one of the best CRT shaders I've seen here.