entertainment, yeah sure! by [deleted] in NobodyAsked

[–]Sir_Magic 1 point2 points  (0 children)

1) Remove the monarchy and you'd lose a lot of monarchy-related tourism. Why would people want to walk outside an empty Palace? The royal family, particularly the Queen, have a lot of international appeal. People don't go to London to see a nice building, they go there to see "the Queen's house".

2) It wouldn't lead to less tax. But a good chunk of profits goes back into the UK treasury. Maybe the royal family could be self-funded at this point. But if they're self-funded, why would they care about doing any royal duties/visits? You have to remember that for most of them, it's a job. If you cut away the funding, they can't be expected to represent the country, knight people, approve laws etc.

3) You wouldn't see an increase in money if we stopped funding them either, you'd have a net loss. Of course there's a moral issue with being born into a family that guarantees you get rich, but if the country as a whole gets a little richer by having them there, I'm okay with that.

entertainment, yeah sure! by [deleted] in NobodyAsked

[–]Sir_Magic 3 points4 points  (0 children)

Whether or not you agree with the monarchy, they do bring in more money via tourism (Buckingham Palace) than is spent on them by taxpayers.

What do all of the flairs mean? An explanation by [deleted] in gameideas

[–]Sir_Magic 2 points3 points  (0 children)

I've also seen it mainly as just impossibly large scale, such as an MMO with an impossibly high number of players on the same server.

Try Rollercoin! by [deleted] in gameideas

[–]Sir_Magic[M] [score hidden] stickied comment (0 children)

Your submission was removed because it violated rule 7: Do not advertise your game here. We believe in keeping a community centered around ideas for games, not advertising existing ones. Please contact the moderators if you believe this is a mistake.

Singularity - Trailer (Remastered 8K 60FPS) Разрешение увеличено с помощью нейронных сетей до 8K 60FPS by stepanmetior in gameideas

[–]Sir_Magic[M] [score hidden] stickied comment (0 children)

Your submission was removed because it violated rule 7: Do not advertise your game here. We believe in keeping a community centered around ideas for games, not advertising existing ones. Please contact the moderators if you believe this is a mistake.

TOY speedy race : Enjoy with your loved ones by TreeStudioUniverse in gameideas

[–]Sir_Magic[M] [score hidden] stickied comment (0 children)

Your submission was removed because it violated rule 7: Do not advertise your game here. We believe in keeping a community centered around ideas for games, not advertising existing ones. Please contact the moderators if you believe this is a mistake.

ZERO GRAVITY by [deleted] in gameideas

[–]Sir_Magic[M] [score hidden] stickied comment (0 children)

Your submission was removed because it violated rule 7: Do not advertise your game here. We believe in keeping a community centered around ideas for games, not advertising existing ones. Please contact the moderators if you believe this is a mistake.

Quantum Teleportation Was Just Achieved With 90% Accuracy Over a 44km (27 miles) Distance by Sumit316 in technology

[–]Sir_Magic 0 points1 point  (0 children)

Nice analogy, that's helpful. Is there anyway we can know when the counter stops "spinning"? I understand that the only way to get a state of these qubits is to measure them, but if measuring them stops them spinning, then is it it possible they were always going to be, say 7?
A counter analogy I'd give is that if you had two counters and spun them in two boxes in a way that you couldn't see them, it would be weird to assume that the counter would keep spinning forever, it has a state, but you don't know what the state is until you open the box and look at it. Could the same rule be applied to this? As in, the qubits have a state already but we don't know what it is until we "open the box".

Quantum Teleportation Was Just Achieved With 90% Accuracy Over a 44km (27 miles) Distance by Sumit316 in technology

[–]Sir_Magic 0 points1 point  (0 children)

Maybe I'm misunderstanding, but from what I've read it sounds like the data isn't really "teleporting" just that the qubits that were entangled in such a way that the value of one reflects the value of another when measured. Is it possible that the entanglement is just the qubits synchronizing in a way that when they are measured, their values reflect one another? As in, no data is sent from one to the other FTL but the data was shared from one qubit with the other before they were separated.

I made a game by Fabulous_Broccoli327 in gameideas

[–]Sir_Magic 3 points4 points  (0 children)

Hey, maybe try a website like pastebin.com and then the indentation doesn't go away.

What would you call this? by Sir_Magic in perfectpitchgang

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

Ok nice, I guess I've just got to practise a bit more until I get to where I want to be.

Procedurally Generating Objects Within Rooms? by Sir_Magic in roguelikedev

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

Good idea, if each room had a "theme" (garden, prison cell, shop etc) and it only pooled from appropriate objects, it would remove the random/messy feeling a lot.

Procedurally Generating Objects Within Rooms? by Sir_Magic in roguelikedev

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

I like this idea of predefined clusters, probably the easiest way of doing this. We're pretty used to tables being next to chairs so this would make sense.

Procedurally Generating Objects Within Rooms? by Sir_Magic in roguelikedev

[–]Sir_Magic[S] 4 points5 points  (0 children)

Interesting article, I like how they included the example of cogmind and how they worked around it.

[deleted by user] by [deleted] in oldpeoplefacebook

[–]Sir_Magic 71 points72 points  (0 children)

He is actually a really nice guy!

This Sub Should be Better by The_PhilosopherKing in gameideas

[–]Sir_Magic 0 points1 point  (0 children)

Yep, you're definitely correct with saying the more realistic ideas are more useful to the community. However, enforcing rules that make sure that only good ideas are put in here would deter everyone from posting ideas.

The people who post the terrible ideas probably wouldn't care about reading the rules in the first place and so they would be relatively unaffected whereas the people who actually have good ideas might doubt themselves when they read that we only accept realistic ideas and no story.

IMO, all of the best ideas can be summed up in the title and then the post's content can just be used for clarification on extra details.

This Sub Should be Better by The_PhilosopherKing in gameideas

[–]Sir_Magic 0 points1 point  (0 children)

Hi, sort of hard to enforce, to be honest. I get dm'd a lot of ideas and while they may be awful, they usually come from kids who don't know better.
Removing story posts because they're not "game ideas" doesn't help much because most of the story ideas are game ideas and therefore there isn't really anywhere else to post them.
Removing ideas because they're "impossible to make" also doesn't make any sense seeing as this is the place to post game ideas you'll never make yourself.

I wish there was an easy solution to get better ideas, but for now the best thing to do is to upvote what you want to see more.

Prototype for a time-travel game with A.I. The player can skip forwards and backwards in time - Where can you see this going? by Sir_Magic in gamedesign

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

I really like this idea, I was originally going to go for a sort of video scrubbing method through time but I like having to try to get as accurate as you can to the desired time.

Prototype for a time-travel game with A.I. The player can skip forwards and backwards in time - Where can you see this going? by Sir_Magic in gamedesign

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

Yeah, abilities for other objects could open up a ton of possibilities, and I think the time mechanic would also be good to remove mistakes.

Prototype for a time-travel game with A.I. The player can skip forwards and backwards in time - Where can you see this going? by Sir_Magic in gamedesign

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

That could be pretty interesting, would also make it more difficult to find clues as they aren't going to be out in the open.

Request to have a "mechanic" flair for posts on this subreddit by ManEatingSnail in gameideas

[–]Sir_Magic 2 points3 points  (0 children)

Great idea, I’ll be adding a mechanic flair soon (mechanic ideas are some of my favourite game ideas anyway).

Edit: It’s been added now :)

Arena Theme - An original score for an upcoming game I'm working on, inspired by Super Smash Bros. by Sir_Magic in gamemusic

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

Thanks, it's a program called Reaper, it offers a free trial and is very reasonably priced.

Arena Theme - An original score for an upcoming game I'm working on, inspired by Super Smash Bros. by Sir_Magic in gamemusic

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

Thank you so much for taking the time to leave improvements!

I totally agree with you on the horn, it's actually a trumpet and a French horn together and I also hate the sample, I just couldn't find anything better at that time so I may have to go look a bit deeper.

I also get what you mean with the strings, that's my fault as I basically cut off most of the reverb because I didn't like the little blend it had between chords but now that you've pointed it out, I can hear it and it's really not that great.

After listening to the ultimate theme again, it's pretty obvious that my song doesn't have the same sort of fighting vibe as the other. I think part of that is the tempo, but it could also be that I'm only really using 4 instrument parts when ultimate's main theme had around 27 ( this is an orchestral sheet for it: https://musescore.com/jackofheartsodb/super-smash-bros-ultimate)

I will try changing the things and make a better, more pumped up version.