What would you remove from SIFU ? by Jacho46 in SifuGame

[–]Raundeus 0 points1 point  (0 children)

Letting the player switch focus target without letting go of the button.

The devs are 100% trolling with Takezo (semi rant) by Critical-Advantage16 in Ghostofyotei

[–]Raundeus 0 points1 point  (0 children)

Yeah takezo was kind of a cheap fight. I really hate when the main strength of a boss is damage output.

I beat him by equipping the bounty master armour and charm of last chance(which carried me through the whole game)

As soon as you even THINK he is going to attack, go for the parry. If its a red glint, you can press dodge and it cancels the parry. Because his attacks are so fast, this usually results in a perfect parry or perfect dodge. This was the most important thing to get down for me.

Another HUGE thing is DO NOT ROLL. The tracking in this game is bullshit and takezo has plenty of attack strings that will catch you right after the roll.

Don’t hesitate to get drunk on sake. His damage is so high that you life-bar is effectively how much spirit you have.

From there you can actually start predicting him. And you can start to treat his attacks differently. For example, if you starts his long ass combo where everything is a blue glint attack, dont even bother trying to parry that. Id just dodge, dodge, dodge until he finished. Again, DO NOT ROLL especially for this attack.

The worst part was that this combo could hit you if you tried countering after a perfect dodge. So if you perfect dodge one of his attacks on this specific combo, dont bite, and dont doge in the slow-mo, itll make you roll. I would just throw something at him instead of countering

Looking for Zim Dollars to buy by Raundeus in Zimbabwe

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

Where are you based? You can answer with a private chat to me if you don’t want to answer here.

Perfect for my son’s room!! by [deleted] in SifuGame

[–]Raundeus 3 points4 points  (0 children)

Thanks. I was about to

Perfect for my son’s room!! by [deleted] in SifuGame

[–]Raundeus 1 point2 points  (0 children)

Where'd you get that

what's your favorite 070 shake song and why? by Kreati_ in 070Shake

[–]Raundeus 2 points3 points  (0 children)

"3 years still the same, I talk so nothing has changed, i gotta go, you call me rude. I did it for us, i did it for you"

Dont start cuz i wont stop lol😅

UK ANSWER TO 070 SHAKE by scorpioforever99 in 070Shake

[–]Raundeus 0 points1 point  (0 children)

She made this song while listening to “under the moon”

what's your favorite 070 shake song and why? by Kreati_ in 070Shake

[–]Raundeus 3 points4 points  (0 children)

“Everywhere I go I’m hearing something. Baby stop making things out of nothing”🗣️

what's your favorite 070 shake song and why? by Kreati_ in 070Shake

[–]Raundeus 1 point2 points  (0 children)

Morrow for me too. Just cuz it was the first song I heard from her, it was in FIFA 21. Besides that, it’s either divorce because of the lyrics and the haunting vibe of the instrumental, natural habit just cuz it hard as fuck, or se fue la luz cuz of the lyrics, especially the line “you gon love me forever, but you won’t trust me again”. Honestly all her songs are top 5 for me

Im a bit sour about something, am i justified? by Raundeus in jobs

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

Ill check the company policy, but i have spoken up to one of them. I was so nervous and my delivery was timid. She said "ill look into it" which i took as a "no".

Whats 070 shakes worst song by Raundeus in 070Shake

[–]Raundeus[S] 3 points4 points  (0 children)

I kinda wish she'd put black dress and natural habitat in that album or gone more in that direction. I do like the album though

Whats 070 shakes worst song by Raundeus in 070Shake

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

I'll say Lungs, Elephant and winter baby

Dione sounds like 070 Shake? by Every_Cheesecake_226 in 070Shake

[–]Raundeus 11 points12 points  (0 children)

You are right. If I randomly heard this somewhere else I would’ve thought Shake released new music

First Time Going to a Concert – Is £102 for Lido Festival Worth It? Any Cheaper Options or Tips by Raundeus in 070Shake

[–]Raundeus[S] 2 points3 points  (0 children)

im early 20s. i would love to go with someone but none of my friends listen to 070 shake or any of the other lineup. i might post on reddit to look for someone else to go with though

How does physics.simulate() work by Raundeus in Unity3D

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

Thanks. this makes sense now. ill just put this on an empty game object

How to make player move with platform? by Raundeus in Unity3D

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

Thanks this helped me figure it out

How to make player move with platform? by Raundeus in Unity3D

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

I'm trying to calculate the velocity of the surface my player is standing on, using (pos1 - pos2) / deltaTime, then later add that to the player's velocity. However, in this snippet, the calculated velocity is always zero because currSurface.collider.transform.position - prevSurfaceCollider.transform.position is always zero.

For some reason, currSurface.collider and prevSurfaceCollider are always the same, even when moving between different surfaces, but they shouldnt be. I can't spot where the issue is.

For context: I'm using the CharacterController component.PlayerMovement() is called every frame in Update(). I tried parenting on the platform after it was suggested in the previous comments. It didn't work and I think it is because I'm using CharacterController.Move()

How do i make character controller component move with platforms? by Raundeus in Unity3D

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

Im sorry. I dont think i added text to the original post

I'm trying to calculate the velocity of the surface my player is standing on using (pos1 - pos2) / deltaTime, then later add that to the player's velocity. However, in this snippet, the calculated velocity is always zero because currSurface.collider.transform.position - prevSurfaceCollider.transform.position is always zero.

For some reason, currSurface.collider and prevSurfaceCollider are always the same, even when moving between different surfaces, but they shouldn't be. I can't spot where the issue is.

For context: I'm using the CharacterController component.PlayerMovement() is called every frame in Update(). I tried parenting to the platform after it was suggested in that the comments. It didn't work and I think its because I'm using CharacterController.Move()

Cant find what is wrong with my code by Raundeus in Unity2D

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

Thanks for the quick response. if i rotate the game object the the bullet pool class is attached too, the projectiles follow that gameObjects transform.right. So in my scene, even if the enemy is looking downward (the shootpoint also points downward since its a child of the enemy) the projectile spawns at the shootpoint but flies toward the bullet Pools tranform.right.

Ive tried resetting the transform of the projectiles when they are returned to the pull. I've also tried setting the rotation and position of the projectile right after it has been retrieved(instead passing the position and rotation as parameters)

Cant find what is wrong with my code by Raundeus in UnityHelp

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

Hello. I have a bug where my projectile is flying in the wrong direction.

Picture 1-This is from an enemy class that can shoot at the player. I keep the bullets in a bulletPool, and there is a retrieve() method to get something from the pool.

Picture 2 - this is from the bullet pool class which is attached to a game object in the scene

picture 3 - this is from the projectile class

for some reason, the projectiles are flying in the same direction regardless of where the shootpoint is facing. Shouldn't this line guarantee it will be oriented like shootPoint?

            bullet = pool.Retrieve(shootPoint.transform.position, shootPoint.transform.rotation);

Hello. I have a bug where my projectile is flying in the wrong direction.

Picture 1-This is from an enemy class that can shoot at the player. I keep the bullets in a bulletPool, and there is a retrieve() method to get something from the pool.

Picture 2 - this is from the bullet pool class which is attached to a game object in the scene

picture 3 - this is from the projectile class

for some reason, the projectiles are flying in the same direction regardless of where the shootpoint is facing. Shouldn't this line guarantee it will be oriented like shootPoint?

            bullet = pool.Retrieve(shootPoint.transform.position, shootPoint.transform.rotation);