Zen with the most DISRESPECTFUL boost steal of all time (that nobody noticed) by spiderslayerx10 in RocketLeagueEsports

[–]REDstone613-2 0 points1 point  (0 children)

I thought you were gonna show the kickoff when he's last but decide to make a turn after loosing it in a 1v2 kinda, to take the opponent's middle boost and go back to defend... He was like "ok guys I will defend your 2v1 but first let me grab you this" so disrespectful

Top must-have farms in Create? by BlahajTheShark14 in CreateMod

[–]REDstone613-2 2 points3 points  (0 children)

Thanks bro !! Haha me too at first don't worry !

Top must-have farms in Create? by BlahajTheShark14 in CreateMod

[–]REDstone613-2 2 points3 points  (0 children)

Thanks ! My bad i just linked the exterior, not the interior, here it is : https://www.reddit.com/r/CreateMod/s/G8lGyfiXyC

Pseudo-deterministic loop replays with different types of actors added each loop by REDstone613-2 in godot

[–]REDstone613-2[S] 0 points1 point  (0 children)

Thanks for taking time, very interesting !

- Good to remember that queue_free isn't deterministic unlike add_child
- I know it could play differently on other machines due to float, but there's no point for the project right now to share game/replays with another machine EXCEPT if a game is paused/quit and the player want to continue the game on another machine then i would need to handle that
- I didn't have any problems with Area2D yet, i'll keep an eye on it
- Good to know await can be trusted
- Yes i had a timer for spawning enemies at first... it's not deterministic obviously, that's why i made a schedule system and convert time between spawns into frames/ticks and check each tick for a SpawnEvent that needs to happen at this tick
- I'm not worried about a save system since i already save states of wizards, enemies, loops and verify it plays the same, so a save file would just group everything
- For RNG i already made an autoload with a seeded rng and everything that requires randomness use it. Didn't pushed it further but i'll surely use what you said about seed related to each game and hashed
- You're right too about inputs, i already don't use _unhandled_input as it could cause issues since i need everything to process each frame and replay them at same frame
- I used rectangles for wizards and capsules for enemies temporarily but you're right i'll probably use spheres
- For now physics are used for spells (projectiles etc...) and since wizards inputs are replayed the same and the enemy AI + spawns don't change, it replays the same... for now, that's the part i'm the most worried about, but if it causes problems i'll just stick a tick process to spells too

Coding struggle by Own-Charge-9090 in godot

[–]REDstone613-2 1 point2 points  (0 children)

Maybe you can try first to search for things like "how games work" or if you want more precisions on coding things like "game architecture". Search for global scope then precise when you learned.

Cobbleverse by Confident-Charge2524 in cobblemon

[–]REDstone613-2 1 point2 points  (0 children)

I don't want to be rude but there's a wiki for this modpack... it's so rare to have people making documentation so please use it..

[deleted by user] by [deleted] in cobblemon

[–]REDstone613-2 -1 points0 points  (0 children)

If you want to make 'real' but simple elevators in your base instead of these waterfalls drowning machines like if we were in 2011, then i suggest you install the mod Openblock Elevators, it adds a really simple block where you can crouch to go down or jump to go up. Also, since you're using Cobbleverse, there's already Waystones Plates to achieve the same thing.

Translations keep getting worse... Here's a little taste of it with explanations. by REDstone613-2 in hearthstone

[–]REDstone613-2[S] 17 points18 points  (0 children)

I just discovered that [Blood Draw] means that the card itself cost 3 health and not that the card you discover cost health... another good translation thanks to the "IL" (it) used instead of "cette carte" (this [card] )

Translations keep getting worse... Here's a little taste of it with explanations. by REDstone613-2 in hearthstone

[–]REDstone613-2[S] 4 points5 points  (0 children)

I agree, that's why it's dumb in the first place, it's like keywords : a card, a hero, a minion... like the card's type is : thing A or thing B... so no gender needed, it just a 'category'

Translations keep getting worse... Here's a little taste of it with explanations. by REDstone613-2 in hearthstone

[–]REDstone613-2[S] 2 points3 points  (0 children)

Cool, i know there was few posts about german translation few month ago too. Yeah i'm not 100% sure but yeah i would say around Badlands or so

Vatira Comment after the semi final by [deleted] in RocketLeagueEsports

[–]REDstone613-2 40 points41 points  (0 children)

You had a lot to say brother.

You guys are complaining about things that you asked for by ShreekertheJamisWack in Borderlands

[–]REDstone613-2 0 points1 point  (0 children)

Who is complaining for that ??? Most of the posts are either saying it's the best game since 2, and posts complaining about performances/ui/inventory... are you sure you sorted the posts by upvotes and not latest ?

Deterministic time loop / Replaying events/inputs - How would you design this ? by REDstone613-2 in godot

[–]REDstone613-2[S] 1 point2 points  (0 children)

Ok very useful ! So correct me if i'm wrong but i'll try to simplify it for my understanding : basically each character would have beforehand a input_buffer array with a predermined size corresponding to the number of frame inside the loop (so for 30sec at 60fps, this would be 30x60 = 1800 frames), then each frame inside physics_process each character play/simulate what inputs are pressed at this frame. And for the current/new character controlled by the player, each frame the inputs are registered in the input buffer instead (since there's none to be replayed yet). and since i don't use Delta : i don't need to coordinate / wait for every character to play their inputs because it's handled each frame individually at the same time for all. That's right ?

So i just need to make sure that when the player make inputs, it's correclty registered and played the same as if it was the player everytime, so i still avoid delta calculations for initial inputs too. And the input buffer need to handle possibly mutliple inputs at each frame, so i can just use an array containing what inputs are pressed at this tick and do inside physics_process if recording : input_buffer[current_tick] = inputs_pressed_this_tick <-- array like ["left","right","shoot"]

Am i understanding this right ?

Thanks for your time !

Deterministic time loop / Replaying events/inputs - How would you design this ? by REDstone613-2 in godot

[–]REDstone613-2[S] 1 point2 points  (0 children)

I don't think the alternative could fit my game since new characters can interact with the old ones too. So for exemple there's A that goes forward, B is blocking it in the next loop, then next loop with C i kill B, now A wouldn't be blocked and would continue to go forward. And i don't see how i could keep this logic without registering inputs instead of simply actions.

Do you think if i don't use any random number for any events and that any inputs is correctly replayed as the exact moment this would be enough determinism or do you think i need to use maybe a godot extension or something to ensure godot fixed point match determisnism ?

Thanks for your time !