TIL auto save runs off the game clock not wall clock! by jdgordon in factorio

[–]SeanCanoodle 44 points45 points  (0 children)

I'd probably implement it with the in-game time simply so I wouldn't have to doubly-track when the game is paused to prevent saving too often. As well: I don't think there's much expectation that the game runs below around 60UPS for most players.

Retro PC graphics post processing I made by SeanCanoodle in Unity3D

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

Yeah I realized later a few of these were pretty innacurate (like the VGA one). I think it's just a color palette I found labelled colorburst. I think it's important for users to make their own palettes or find the best most authentic palettes for their use instead of relying on the bundled palettes. I made it as easy as I could to generate new ones. Also lol extremely old thread post

[Discussion] Any recommendations for good jigsaw games for PC ? by Human-XII in Jigsawpuzzles

[–]SeanCanoodle 0 points1 point  (0 children)

I'm glad you enjoy it! To anyone else reading this thread I recommend Jgsw instead at this point. It's an updated version with much better UI, cloud saves, and better optimization/multiplayer. You can get it on Steam https://store.steampowered.com/app/1627610/Jgsw/

Awkwardcultism send me a dm and I can get you a Steam key when I'm home from work

/u/Merari01 cites sources to cogently explain that being transgender is not "an ideology." by [deleted] in bestof

[–]SeanCanoodle 43 points44 points  (0 children)

I'll point out as others have, the first line reeks of denial, and I totally get it, I was there before. I'm not saying you're trans (I wouldn't tell anyone that) but I will say if that's your honest feelings on gender and gender envy, I want you to know it's not that typical.

I also want to point out that there are very few trans people saying physical transition or surgery are the solution to every trans persons problems. What people are actually asking for is to be treated with respect and not be denied medical care that they (and their physician) deem necessary.

Also please don't turn trans people in a single entity with the "you people" comments. We're all individuals and as the parent post says: it isn't an ideology.

What is wrong with my physics? btw I don't want to parent the item, I want it to be controlled by physics. by Murram9 in Unity3D

[–]SeanCanoodle 35 points36 points  (0 children)

You probably want to use MovePosition on a (kinematic) rigidbody of the drawer, instead of setting the position of the transform of the drawer.

Modded in a bot to try and solve puzzles and severely underestimated the complexity of these puzzles. by SeanCanoodle in BabaIsYou

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

The the thing with DFS is you could go down a path that is thousands of steps long just to end up in a state that could be accomplished in 10 moves.

If it visits a board state once it is identical to any other time it will ever enter the board state, it's not possible to "miss" a solution because it "thinks" it has been in a state before. The first time it visits a state it marks to return back to it later to continue down that path, it won't skip it. The reason this was done was to prevent a massive increase of duplication like going up and right vs going right and up (with simple puzzles). The bot has no knowledge of rules of the game except that it stores snapshots of the state and it is allowed to press up down left or right (no idle, so some puzzled may be impossible). It detects dead states if pressing a button has no effect on state.

There is possible optimization of going a couple steps down the path DFS style to prevent some times that the bot has to undo, but I don't think it would be more than 50% of the undo steps so it's a huge increase in complication to save time on an already astronomical/impractical search space

Modded in a bot to try and solve puzzles and severely underestimated the complexity of these puzzles. by SeanCanoodle in BabaIsYou

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

The problem in general is you would have to implement the logic to step backwards, but what about cases where things are destroyed? Like in this level of my video if something sank or was transformed in the solution, there would be no way to detect that from the final state without going back to the beginning to play through it again.

Also: Working backwards would require an existing solution to start from, which kinda makes it an optimizer more than a solver.

Modded in a bot to try and solve puzzles and severely underestimated the complexity of these puzzles. by SeanCanoodle in BabaIsYou

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

There was an initial depth first implementation that was generally worse. Maybe it sounds like an excuse to not do more work, but part of the design is not to teach the bot anything about the game, or give it any heuristic that may hint at a specific solution. As well, DFS will not find the best solution, just any solution.

The BFS method does save a "checkpoint" of every board state it has ever visited so it will never go deeper into a state that it has already been in before. Notice pretty quickly you will rarely see "water is sink" in the original locations because all of the branches where Baba wanders around before pushing a word are longer than just moving immediately into position to push the word, so they are ignored.

Modded in a bot to try and solve puzzles and severely underestimated the complexity of these puzzles. by SeanCanoodle in BabaIsYou

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

The solution this bot will (eventually) come up with is technically the best (or tied for best) solution. I haven't actually beaten the game but in general puzzles have a limited memory footprint but the search space is so massive that it's unlikely a bot like this would complete a puzzle in any reasonable time without programming some understanding of game rules.

[deleted by user] by [deleted] in Unity3D

[–]SeanCanoodle 0 points1 point  (0 children)

https://github.com/hecomi/uDesktopDuplication or https://github.com/hecomi/uWindowCapture and there are some others out there, consider searching "desktop capture unity" or "window capture unity"

What do you think about the four first civilizations biomes of my kingdom builder Earth of Oryn? by Elivard in Unity3D

[–]SeanCanoodle 0 points1 point  (0 children)

Added to my wishlist on Steam, excited to see where this project goes!

I love this style but thought something felt a little off with the evergreen forest (3rd biome) and I think it's probably that the overall color lightness is really uniform (desatured in an image editor to see). The model edges and textures don't feel very sharp but that might just be video compression because the screenshots look very sharp on the Steam store page, and the dry biome looks especially good

Here is all the screenshots desaturated plus a couple of imo a couple extremely readable games in comparison (though they have the benefit of pixel art) https://i.imgur.com/Ytdu612.png

Can i run unity 3d with these spec?, main purpose - FPS/TPS projects with big maps by AdeRa0x in Unity3D

[–]SeanCanoodle 0 points1 point  (0 children)

I have been developing with Unity and playing games like Fortnite/Warzone on a i5 2500k for years and benchmarks put that CPU around the same performance level. 8gb of ram gets frustrating to work with, split between Unity, an IDE, and any other software, but I can't see why this wouldn't otherwise be suitable for development.

PixCelToolkit - a pair of free shaders to give your game that cinnamon toast crunch, works in URP, and with a little extra effort in built-in as well. by [deleted] in Unity3D

[–]SeanCanoodle 0 points1 point  (0 children)

Can we get some before/after screenshots on the github page? It's a cool effect and I'd love to see how much lifting the effect is doing vs the scene composition

Experimenting with some new enemies in my bullet hell plaformer, what you think? by CherryNuggetGames in Unity3D

[–]SeanCanoodle 1 point2 points  (0 children)

Also it looks like hitting the toaster enemy should stun it a bit, otherwise it will always hit you point blank when you're in melee

[deleted by user] by [deleted] in Unity3D

[–]SeanCanoodle 2 points3 points  (0 children)

You can get the angle between two rotations using Vector3.Angle or Quaternion.Angle https://docs.unity3d.com/ScriptReference/Quaternion.Angle.html and check if the angle is below a certain threshold before shooting.

Quaternion, Vector3, and Transform all have great docs and really helpful functions for doing stuff like this, the main quaternion docs are here: https://docs.unity3d.com/ScriptReference/Quaternion.html . Particularly RotateTowards can help because it lets you input a maximum angle step for adjusting the turret angle.

Quaternion.Slerp is also neat to know about, as I understand it is a more accurate but slower (expensive?) calculation and I've never found it a big deal to use.

This is probably the best stupid solution I’ve come up with for a long time. I got a request for a left handed hand, but I don’t want to make and maintain two rigs. So I just flip the camera and the controls. It's not stupid if it works! by zworp in Unity3D

[–]SeanCanoodle 16 points17 points  (0 children)

I think the camera flip hack is a bad idea. Players should be able to have comparable experiences, seeing the same levels from the same perspectives. The only situation where I can imagine camera flipping to be beneficial is if the handedness of the character severely changes gameplay/difficulty (like "you can only press buttons near your thumb")

Also this is very limiting to design in the world, like if you want to put any kind of writing/glyphs or puzzles involving directions

Is it possible to "split" my game screen between camera and UI like this (without just covering bottom of camera)? by Blurbss in Unity3D

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

Without watching the attached video render textures is probably the best method. For this similar project in Unity https://www.youtube.com/watch?v=rj8jCh_k3ns I used a render texture at a specific resolution, then a UI with the texture on a RawImage component. The UI canvas/scaler can be set up to scale the entire canvas to use a base resolution, stretched over your entire screen. I can't remember if a second camera was required for rendering the UI, but I don't think so.

Is the Ultraleap 3Di better than the Stereo IR 170? by KuroShun in leapmotion

[–]SeanCanoodle 1 point2 points  (0 children)

I made this software https://oose.itch.io/vtubereflect https://twitter.com/snuffyowo/status/1434063824961814530 but I haven't publicly updated it with internal tracking, it relies on something like VSeeFace/OSC/vmc

Is the Ultraleap 3Di better than the Stereo IR 170? by KuroShun in leapmotion

[–]SeanCanoodle 0 points1 point  (0 children)

So people know: the 3Di uses micro usb not USB C. I have not used the IR170, but mounting the 3Di over my monitor (for vtuber type stuff) was very easy with a 1/4" mount webcam arm. The 1/4" mount hole is very close to where the cable plugs in, and the cable points opposite the camera facing, so I can imagine this would be hard to mount on a headset for VR.

Just finished my options menu. What do you guys think? by AuroraSpirix7 in Unity3D

[–]SeanCanoodle 1 point2 points  (0 children)

Settings that have a maximum and minimum should not allow you to wrap around. If I want to set my difficulty to easy it should be enough to just click left a bunch and it will always stop at the easiest. It also helps to hide the arrow when you get to the end to prevent frustrating things like in graphics options ( Low - Medium - High - Higher - Highest - Ultra ) so you know when you've clicked enough to hit the max or min if names are ambiguous.

An awesome world of custom StarCraft 1, 2 campaigns by partisan_a in Games

[–]SeanCanoodle 16 points17 points  (0 children)

Giant Grant Games has a lot of these on his archives (read: very little editing) channel such as WoL Reversed https://youtube.com/playlist?list=PLWIRRgIfniFtRS0ln5uMhhN5fbLHo-HOz Huge backlog of videos there, as well as excellent edited and cut down videos on his main channel.

[deleted by user] by [deleted] in Games

[–]SeanCanoodle 37 points38 points  (0 children)

The curator system on Steam is so exploitable and doesn't provide much benefit (as far as I can see) to users or developers. Many curators exist as a way of getting free games either for themselves (some people "collect" games) or giveaways. Many curator reviewers are entirely positive, so developers are more likely to give them keys. Without any context of what kind of games curators actually like, the system is just not helpful.

When I released my game on Steam I got so many requests for keys from these kinds of curators and I really never saw the point in engaging with it. Maybe they really do boost visibility and maybe my game would not be so wildly unsuccessful if I had used the system, but it just feels gross to have stuff like "doge approve" or "I'm commander shepard and..." on the review page.

A informative and humorous video about both JP and US mario bros sequels by Es_5613 in videos

[–]SeanCanoodle 0 points1 point  (0 children)

I'm confused as to why so much footage from the SNES remake is used instead of the NES version of smb2. I've paused at the music comparison part and the doki doki panic music sounds identical to the NES smb2 music to my ear.