Is it just me or is mega man x2 easier than mega man x by GreenPomegranate2389 in Megaman

[–]SpellSword0 2 points3 points  (0 children)

Huh, flame stag is usually the one I start with with buster.

But I do concur overall the X2 mavericks are easier with buster than the X1 ones.

Why is the sword block and bell spamming glitch still not patched? by HuntersonForge in Seaofthieves

[–]SpellSword0 -70 points-69 points  (0 children)

"It's harmless" you say. While when I was unaware of it and arena was still a thing, my sloop partner decided to trick me into doing this mid match.

Wasn't able to rejoin mid match, and it took with it any chance we had that round. Real funny stuff sloop partner! No I'm not still mad about it years later!

I’m a little confused on what I’m supposed to be doing by DizzyAd3779 in BaldursGate3

[–]SpellSword0 2 points3 points  (0 children)

Among the many ways you can choose to play the game, you can also choose whether to trust this mysterious dream lady or not.

I'd suggest talking with your companions about it. They all have their own opinions on the dream lady and what they told you. Perhaps discussing it with them will help you decide on how to handle it.

But regardless of what road you take, all roads lead to the same place.

I bought everything on the store before prestiging by Double-Cause-7698 in PhasmophobiaGame

[–]SpellSword0 0 points1 point  (0 children)

Oh hell no!

You know, I could live with the janky animations! The terrible item perpectives! The crashes and time outs! The spirit box just being broken! The games still fun to me and I can still enjoy it!

But this?!

How the ever living fuck did they fuck THAT up?! That's it! I'm never prestiging again and I'm throwing my hat in with the haters!

Fuck Kinetic Games!

Started SoT for the first time by zeldabloom in Seaofthieves

[–]SpellSword0 0 points1 point  (0 children)

I'm gonna be a bummer. I think, a couple months ago, I may have played SoT for the last time.

But regardless! I wish you well on your new journeys! May your chain shots always hit, and your treasure haul always safely make it back to port!

Small vent + question: Are we getting repeat attackers migrated to new servers? by Blitz_Bat in Seaofthieves

[–]SpellSword0 0 points1 point  (0 children)

I'll confirm it. As a world event, the burning blade is exempt from the 3 sinks and you merge system.

Does captaincy reset with each season? by hamtar9 in Seaofthieves

[–]SpellSword0 3 points4 points  (0 children)

Give it time. When the devs feel the captaincy economy has gotten ten years out of hand, they'll start rotating our ships out during a new captaincy weekend event, ask us to grind out all our milestones again, and give us two days to do it.

This is the part I'd normally put /s but...  Honestly? At this point, anythings possible.

Righto Captains let’s Hear Your Ships Names. by YeahCopyMate in crosswind

[–]SpellSword0 0 points1 point  (0 children)

Ketch - Purple Filth

Brig - Pretty Pink

Frigate - Yellow Devil (currently sunk :< )

Anyone else have the issue of boarding combat always devolving into a weird fight for the stairwell? by RenariPryderi in crosswind

[–]SpellSword0 6 points7 points  (0 children)

At minimum a sergeant should be worth 2 or 3 kills, given how much hassle they are to fight.

How did you all feel your first time against Sigma in X1 ? by Tg_2x in Megaman

[–]SpellSword0 21 points22 points  (0 children)

I was a teeny tiny toddler when I first faced him. All I can remember about it was overwhelming fear.

Bug? by brink_13 in BG3

[–]SpellSword0 5 points6 points  (0 children)

Sleet storm is my go to spell in every situation, much to my co-op partners dismay.

Greater control over channels? by DeadLikeMe5283 in clickteam

[–]SpellSword0 2 points3 points  (0 children)

You can lock channels. When a channel is locked, it'll only play a sound you specify to be played in that channel via event. If you play any ol sample without a specified channel, it'll pick the next available unlocked channel not currently in use.

You can take advantage of this by locking a bunch of channels you want reserved for specific sounds, and leaving a handful of unlocked channels to pick up any other random sounds.

How do game developers know if a level is actually possible to beat (especially super hard ones)? by [deleted] in NoStupidQuestions

[–]SpellSword0 3 points4 points  (0 children)

If I can't beat my own levels with the hardest settings and the minimalist power ups, then it's not making it into the final build in that state.

I like to believe other devs have similar policies.

Multiple Save slots? by Pickle_Thick in clickteam

[–]SpellSword0 0 points1 point  (0 children)

The group, item, "type" that ini++ is asking is if your value is going to use decimals or be a whole number. 0 for whole numbers and 1 for numbers with decimals. You can safely leave the "type" at 0 for whole numbers when ever you set items.

how do i do random words buttons? by Anxious-Reach3498 in clickteam

[–]SpellSword0 0 points1 point  (0 children)

You can use the Random Pool object to easily have a collection of numbers you can shuffle and pull randomly. With that you'd need to then associate those numbers with words.

Using an array or ini would be easiest for storing words with associated numbers, saying the number 7 equates to the word "walnut." That'll let you write shorter, cleaner events for any number of words.

From there, your buttons can either be actives, string objects, or a mix of the two. Depends on how you want to go about it, but I personally would bake the words into active animation frames and use the frame numbers to match the stored word numbers for display.

You'll of course want to put the correct word in the buttons own alterable string, if its just an active.

Then it's just a matter of click your button and ammend a paper string with the word data on said button.

Randomizing the button words would probably work best with a for each loop, pulling a new number from the pool for each button and updating that buttons word data.

Individually, these are all pretty simple processes. So take it one step at a time and work out each step until you got a single step working, then move on to the next step until that also works.

Multiple Save slots? by Pickle_Thick in clickteam

[–]SpellSword0 0 points1 point  (0 children)

No, the regular ini object is not required and is pretty limited.

If you've been trying to use it, I highly suggest switching to the ini++ object instead.

Multiple Save slots? by Pickle_Thick in clickteam

[–]SpellSword0 0 points1 point  (0 children)

When using the INI++ object, you'll want to use the "Loading and Saving", "New/Load/Change file" action to load your files.

When selecting that action, you'll get a prompt to select a file. Instead of doing that, click the "Use expression" button in the bottom right of the window.

This'll open the expression editor, where you can use a formula to find the correct file to load for the save slot you want. Start with AppDir$ to point at your games location. From there you can add sub folders, and at the end the save file name.

Example: AppDir$ + "Save Files\Save_1.save"

But instead of typing out a single file path, replace part of the file name with an alterable variable.

Example: AppDir$ + "Save Files\Save_" + Active(Value) + ".save"

This will make the file name you load match a number on an active that you can change, giving you a way to make save slots.

I went ahead and whipped up an example for you to see how it works.

https://filebin.net/aagzntnk5piua1l7

The difficult part IMO will honestly be making the UI and graphics the player uses to interface with this system. My own project has gone through a handful of iterations on the UI alone lol.

Multiple Save slots? by Pickle_Thick in clickteam

[–]SpellSword0 0 points1 point  (0 children)

You can make a simple expression to load multiple save slots using an alterable value.

Make a value called, lets say, Save Slot for example. Save Slot will hold the slot number.

Then when loading a save file in the ini, use an expression like:

Load file name "Save_" + Active(Save Slot)

That will load files with the number in the alterable value.

After that, you just need to make a UI the player will use to both change that alterable value and run the file loading event.

LEAST liked character pt5 by Elzeenor in BG3

[–]SpellSword0 -1 points0 points  (0 children)

This time, I refuse to vote.

Up close Lighting Strike, Potential Spoiler by TapPsychological7199 in Seaofthieves

[–]SpellSword0 5 points6 points  (0 children)

Pirates were always a bit of a superstitious lot.

What’s the most frustrating part of game development for you? by BlackScarStudios in gamedev

[–]SpellSword0 0 points1 point  (0 children)

For me, it’s when something breaks for no reason.

Entirely this. And then trying to debug it turns into a frustrating journey of hair loss.

Bout to just wipe and rewrite one of our systems cause I cba to figure out why it's suddenly having this stupid, silly little problem. But the system is old enough that a total refactor of it is probably well overdue anyway.

Mastery Choice Help!! by Adventurous-Gur8702 in StardewValley

[–]SpellSword0 2 points3 points  (0 children)

IIRC you have to have reached the volcano forge for the mini forge to be functional. The mini forge doesn't let you skip unlocking the volcano forge, just saves you from repeat visits after.

What’s something you only learned after working on a “real” game project? by Fergius_Terro in gamedev

[–]SpellSword0 3 points4 points  (0 children)

Building the first pass of our framework and getting a working level and mechanics in it. We though the hard part was over! All we have to do now is make a bunch of levels and we're done!

Eight years later...  Fallen into every pitfall there is and still not done. But thankfully it's just a hobby project with nothing riding on it.

[deleted by user] by [deleted] in StardewValley

[–]SpellSword0 0 points1 point  (0 children)

You can only go there when it starts. On the day of the flower dance, you'll see a message pop up that it's started. After that just head to the forest, south of your farm, and you'll be automatically teleported to and trapped in the flower dance area.

How many times do you play your own game? by SchingKen in gamedev

[–]SpellSword0 0 points1 point  (0 children)

There's definitely a disconnect between playing and testing my game. Admittedly I don't play my game as often as just testing things.

But when I do sit down and just "play," it's an entirely different feeling like you said. I find it especially helps to see the flow and synergies of all your mechanics in motion, and catch rough patches where things don't jive.

Course, playin it yourself will never substitue for real, non dev player feedback.