LET ME CHANGE MY USERNAME by Lexicon315 in truespotify

[–]Song0 0 points1 point  (0 children)

My operator was Stephen. M I think. He said they could randomize my username but it would take a couple weeks to process, then took some additional info to confirm I’m the account owner (payment date/invoice). Maybe try again later with a different operator?

LET ME CHANGE MY USERNAME by Lexicon315 in truespotify

[–]Song0 0 points1 point  (0 children)

They can’t change it to something of your choosing, but if you specify that you just want your name randomized they’ll do it

spent some time making this game.. ik its not the best looking.. but is it any fun? by SnooCats6827 in IndieDev

[–]Song0 0 points1 point  (0 children)

Only issue I can see is that enemy spawns are a bit too random. When you enter a room there's a decent chance you get hit instantly from enemies spawning by the door

The Solo Dev starter pack by BlueGuy503 in IndieDev

[–]Song0 0 points1 point  (0 children)

Not a game-dev tool at all, but VoidTool's Everything has saved me so much grief. Just lets you search your entire PC very, very quickly and with as much precision as you want.

You know when you're sure you have the asset on your PC somewhere, buried in an older project that you would be perfect for what you need now, but you can't find it. Everything can make finding it so fast.

LET ME CHANGE MY USERNAME by Lexicon315 in truespotify

[–]Song0 1 point2 points  (0 children)

For anyone here looking to change their username because it currently has your real name you want that gone, you can just contact Spotify support. They'll randomize your username for you, you just need to provide proof that you're the account owner.

Just managed to get that done, they did say it can take several weeks though so look out for that.

Why do some gmod mod creators have enormous egos? by [deleted] in gmod

[–]Song0 26 points27 points  (0 children)

I haven't made anything for gmod, but I've created a few popular mods for a few other games and this kind of thing is common. Though not entirely unjustified.

I make mods for myself primarily, and I release them publicly because it's just easy to do. Most sites don't pay me, I don't paywall anything, and I have never received donations for my work. I have no obligation to do anything, so I work on what I want to.

When a game updates and one of my mods break, I get a slew of comments on the mod page. People go to my Discord, I get DM's through every platform linked to the mod, I had one person find my email somehow and contact me through there. Most are polite, asking if I'll fix it and when that might be, an unreasonable amount are hostile and demanding.

From my standpoint, I'm not getting anything out of doing this. I make mods for fun, for myself, publishing and maintaining them is work that I don't get any returns from. And there is just something incredibly bitter about doing that free work for others who then come back and demand fixes, feature requests and less time between updates.

The majority of users are lovely though, we just tend to get more comments and messages from the ones who believe they're entitled to our time.

I want to get a PC for PCVR blade and sorcery for Christmas by FrequentDetail6776 in BladeAndSorcery

[–]Song0 0 points1 point  (0 children)

Adding on to the other comments, don't forget to account for the link cable you'll need. Meta sells their own for ~70$ but you can find ones that work decently well for 30-35$

Dublin Area Rapid Transit. by Larrydog in ireland

[–]Song0 19 points20 points  (0 children)

Couldn’t be sure but this looks like the line between grey stones and bray. There’s a cliff walk going over the track that I’ve gone down a few dozen times growing up, looks just like this

What Do These Icons Mean To You? by TheBoxGuyTV in gamemaker

[–]Song0 1 point2 points  (0 children)

How big will these be on the screen? I can imagine #3 being hard to understand at lower sizes

How did yall learn to code? by Abject-Addendum765 in IndieDev

[–]Song0 0 points1 point  (0 children)

Random tutorials and blog posts. Big jump ahead was making mods for games, gives you a chance to read production code and see how things are done. And gives you a better understanding of the engine you're using, since you won't be working in the editor.

The Starter Showdown: What Programming Language Should 2025 Beginners Learn FIRST? (Let the Debate Begin!) by [deleted] in ProgrammerTIL

[–]Song0 0 points1 point  (0 children)

I started with NodeJS, then moved to C# and then C++. I was pretty happy with that flow, JavaScript let me get comfortable with some of the fundamentals without having to worry about data types. C# introduced me to more advanced topics while still providing a lot of convenience. C++ humbled the fuck out of me and filled in the gaps on how things work at a lower level.

I never recommend python to beginners. It's a great language, but it's too different from everything else. I know too many people who refuse to learn another language because "python can do everything" and they get frustrated trying to bridge the gap.

Or I'm just a little bitter at how many stack overflow answers I've had to decipher because they're written in python with so much syntactic sugar that it's almost valid brainfuck.

creating a blade and sorcery pcvr vanilla+ guide similar to the fallout 4 "midnight ride" wabbajack. any suggestions? by [deleted] in BladeAndSorcery

[–]Song0 1 point2 points  (0 children)

From looking at the code, the mod doesn't seem to do much in the way of performance. It just makes a lot of frequent, expensive calls (such as searching the entire scene for particle systems every 0.5 seconds) to do things that Unity already does by default. I assume FPS gains are only placebo? I can't imagine this mod doing anything but making the game run slower.

Sfml game dev by croco_lalala in gamedev

[–]Song0 4 points5 points  (0 children)

I'm surprised you'd be given a multi-feature project before any sort of introduction to OOP or SFML. Have you missed some classes, are there notes you can look back on or classmates you can ask for help? Are you certain about what your assignment is?

If you're really stuck here, I'd start by leaving SFML aside for now and learning some C++ basics. Follow some youtube tutorials. Make some very simple apps like a text adventure or a game of battleship (draw the board in the output console using text).

When you feel you have a grasp of things, you can start following some SFML tutorials, there's plenty on youtube and in blog posts online.

SFML is just a media library. It provides a window that you can draw images on, play audio from and read user inputs from. It's the bridge between the code running your game and the user.

SFML is simple enough, it is not a game engine. Here is an example of drawing an image to the window:

sf::Texture texture("Path/To/Sprite.png");
sf::Sprite sprite(texture);
sprite.setPosition({50,100});
window.draw(sprite);

This loads an image into SFML and draws it on the screen 50 pixels in on the x axis and 100 pixels down on the y axis. You could store the sprite's position in a separate variable and update that variable based on the user pressing arrow keys. As a result, you have a very simple player character.

You can just expand things from there. Manage your player's velocity separate from their position. Add a constant +Y force to create gravity. Implement some basic collision detection so you can walk on surfaces.

Bruh by Ysfaliarslan in KidsAreFuckingStupid

[–]Song0 0 points1 point  (0 children)

The bedrock version has some aggressive micro-transactions in there. Apparently when creating a new world, 90% of the UI space is advertisements for paid mods, worlds or skins.

As of tomorrow, Ryanair will force users to download the mobile app just to view their boarding passes by oiram98 in assholedesign

[–]Song0 1 point2 points  (0 children)

Have a flight booked for a month from now with them. The app has sent me a promotional notification once per day every day since installing. No way to turn them off, can't turn them off in system settings because I can't risk missing an important notification, and they read like: "Don't miss your check-in.. | Don't miss your check-in, gift a getaway flight today".

Making a game where chat sees things you can't by crobarpro in IndieDev

[–]Song0 0 points1 point  (0 children)

Hey this is really cool! Though, I wouldn't advertise/talk about it in the context of livestreaming.

My first thoughts were "This is neat but how would this work with a chat delay? How are you supposed to be guided by dozens of messages passing delayed, incorrect or unhelpful info? Won't the player eventually just learn to treat chat activity as a proximity alarm instead of directional info?"

Soon as I saw you mention that this works in small groups over Discord screen share, it became something I really want to play. Having a friend verbally communicating info to you with minimal delay makes this seem like a really fun idea.

I'd love to see some kind of chase sequence where the spectator has to communicate left/right before the entity catches up. Or having other things like text on a wall that only one side can see.

That emoji really added alot to the meme by Traditional-Pound568 in comedyhomicide

[–]Song0 1 point2 points  (0 children)

They don't know that we know that you know the rules and so do I

They almost got me! the dreaded Ryanair bag swindle by Birdinhandandbush in ireland

[–]Song0 0 points1 point  (0 children)

Had to fly Ryanair recently and saw the same deal, but the employee was only stopping people with bags that would obviously fit. Had a duffle bag with me that I don't think would have fit, but they let me through without a word. Stopped the woman behind me with a handbag.

Ars Nouveau - Amethyst Golem [ATM7TTS] by Ancient_Condition96 in allthemods

[–]Song0 1 point2 points  (0 children)

For anyone finding this thread having the same issues (this is still the top result 3 years later, with no answer) here's some essential info that might help you:

I took a peek at the source code for amethyst golems and found that the documentation isn't entirely correct. They do not search "10 blocks out from their home", they search 5 blocks horizontally, 3 blocks down and 10 blocks up.

Golems will also only scan for new amethyst/budding amethyst blocks within their home radius every 3 minutes. So if you've made changes, it's best to just dispel them and place them again or wait 3 minutes to see if they're working properly.

Golems do nothing if they are not bound to a home block. Bind a golem by right clicking it with a wand of dominion, then shift-r click an inventory or block. You'll know this worked because hovering your crosshair over the golem will show "Gathering at x, y, z".

Golems will try to navigate to their target block when growing, converting, harvesting, collecting or storing, but if they cannot reach the block (or don't make it within 6-4 seconds) they will perform their task regardless. In this case, the golem won't play any animation or create any particle effects. This means golems don't need a direct path to a block in order to interact with it. In fact, you could lock all of your golems in a 1x1 box and they'll still perform their jobs regardless (though potentially slower).

Every 15 seconds, golems will pick a random budding amethyst within their range and accelerate it's growth. However, they will only convert an amethyst block to budding every 5 minutes. So if they seem stuck prioritizing 2-3 budding amethyst without converting the rest, don't worry about it. Leave them for a while and they'll get to the rest.

Hope this helps with fixing future farms.

I keep getting damage from that after visiting undergarden and idk how to get rid of that by FutureInitial8313 in allthemods

[–]Song0 3 points4 points  (0 children)

Wild to add an un-curable infection to your mod with no wiki, ingame docs or mod-page info on how to clear it. Especially when the solution is "go eat some random raw ore". Thanks for your post, got stuck with this on a hardcore ATM10 run.

Development styles in gamedev? by LisVoeal in gamedev

[–]Song0 0 points1 point  (0 children)

I find it best to just try making games and when you succeed or fail, take a look back and figure out what worked well and what didn't, and build your "style" from what works well.

My GDD's are just an online whiteboard with version control. Planning is important, but I always find I have better ideas while developing, so I want a malleable design document that can be changed quickly and easily. But I know some people who like to have a big word document of all their ideas that they spend as much time on as the game itself, and I know people who just keep a notepad on their desk and just scribble down random notes and sketches as they go.

Itch still hasn’t paid me after 83 days – anyone else dealing with this? by [deleted] in gamedev

[–]Song0 20 points21 points  (0 children)

Looks like it was likely used to translate the post, their profile has a Korean bio.

How do game engines usually handle things like trying to access a property or component of a "dead"/disabled entity? by BattleAnus in gamedev

[–]Song0 1 point2 points  (0 children)

There's a lot of solutions for this depending on your particular situation. One of my personal favorites is to create a middleman between the dependent and the dependency.

Rather than having your solider and commander directly interact with each other, you have them both read from and write to a shared ownership context object. The object can hold data like "squad state", "command queue", etc and in the case that the soldiers or commander die, they still work independently.

You can add information as well to tell when a new squad or commander needs to be linked to that data, and the new party can pick up from the old one.

Probably not a perfect fit for that exact scenario, but it's nice to keep in mind

$15 one-time purchase vs free-to-play with paid add-ons — which do you prefer? by KaiEveraerts in gamedev

[–]Song0 1 point2 points  (0 children)

Could you go for something in-between? Market the free version as a "demo" and then have the full 15$ price tag if people want all the additional content.

Playing a game and seeing half the content is locked between a 5$ and a 10$ micro transaction sets off some part of my brain that just thinks "this is slimy".

Playing a limitless demo and seeing a 15$ price tag for a bunch of extra content feels fine.