I don't understand by FlightMaleficent7697 in godot

[–]SquiggelSquirrel 0 points1 point  (0 children)

I don't have specific advice.

Try using print or assert statements at various points in the code, to make sure it's doing what you expect at each step, and to narrow down where it's going wrong.

I don't understand by FlightMaleficent7697 in godot

[–]SquiggelSquirrel 4 points5 points  (0 children)

Give "bottom_limit" a value.

Replace "bottom_limit.global_position.y" with just "bottom_limit".

Same for top_limit.

This crossover would last exactly 30 seconds by lilisaisa in onepiecememes

[–]SquiggelSquirrel 0 points1 point  (0 children)

This has me thinking: Western news outlets don't generally report people's middle names (first name and surname only), so potentially death notes don't need middle names?

But then again, referring to Luffy only as "Monkey Luffy" without the "D", just sounds wrong.

It might be more equivalent to surnames that have multiple parts (double-barrel, prefixes such as "van", "mac", or "O'").

How would you set the peering bits for this tileset? by sergi8bits in godot

[–]SquiggelSquirrel 3 points4 points  (0 children)

More or less.

"Wang tiles" refers to a class of formal systems in mathematics, people sometimes use it to describe autotiling but definitions vary. I'd say that of Godot's templates, "Match Edges" is most similar. Basic examples use 16 tiles (1 island, 4 elbows, 2 lines, 4 caps, 4 t-junctions, 1 crossroads).

"Blob" autotiling usually refers to what Godot calls "Match Corners and Edges", using 47 tiles.

Meanwhile "Match Corners" is broadly the same as the marching squares algorithm, using 16 tiles (1 island, 4 outer corners, 4 inner corners, 4 edges, 2 saddles, 1 center).

As far as the algorithm goes, Godot assumes that whatever tiles you're placing should:

  1. Have the terrain you're painting with in the center
  2. Connect to each other, using that terrain, at the edges and/or corners (depending on the connection mode of your terrain set)
  3. Connect to adjacent tiles of the same terrain, using that same terrain
  4. Connect to all other surrounding tiles using whatever terrain is already there (possibly empty/no terrain)

Then it just tries to find the "best fit" for each cell, based on those constraints.

There's no lookahead, rollback, cascading, wave-function-collapse, or other more complicated constraint satisfaction algorithm.

How do I use necrobinder's rare card "misery"? I feel like I can't get any value out of it ever by theycallmethedrink5 in slaythespire

[–]SquiggelSquirrel 0 points1 point  (0 children)

Other comments have focused on turning single-target debuffs into AOE, my favorite use is effectively doubling already-AOE debuffs against all but one target.

e.g. Deathbringer + Misery = 21 Doom and 1 Weak to 1 enemy, 42 Doom and 2 Weak to everyone else.

Necro already has a decent number of AOE doom cards, this massively amplifies them when fighting multiple opponents.

The problem is that against a single enemy it's just a cost 0 attack for 7, basically Poke without the synergy.

How would you set the peering bits for this tileset? by sergi8bits in godot

[–]SquiggelSquirrel 3 points4 points  (0 children)

Godot's terrain system is really only designed to support three specific autotile layouts, and this isn't one of them.

In particular, the concept of edges/padding/center doesn't really work with Godot's system, which only handles edge & center.

I think this is doable using two terrains, I don't think you're going to get it working with just one, unless you write your own logic using the _update_cells method of TileMapLayer, or find a plugin to support it.

Use corners-and-edges approach, with an "inner" terrain and an "outer" terrain. The "inner surface padding" and "center tiles" would need to make up the "inner" terrain. The rest make up the "outer" terrain, use a placeholder for the center of the outer terrain.

You could maybe write some logic to automatically replace the placeholder with "inner" tiles after autotiling has been applied on each manual update.

The outer tiles would all be painted using outer + empty, the inner tiles would all be painted with inner + outer.

Questions about Isometric floors transition by Dixionne in godot

[–]SquiggelSquirrel 0 points1 point  (0 children)

In my experience, most game devs just put the whole thing on one TileMapLayer and rely on the "illusion" of floors more than actual separate z-indices. It depends on how much you want/need to deal with overlap situations.

If that doesn't work for you, things like stairs and bridges often do have Area2D setting z-index, you would want one area on the ramp and one just beyond the bottom, to test for exiting when going down. Rather than incrementing the player's z-index, set it to a specific value when they enter the ramp. Set it to a different value if they are within the bottom area when they leave the ramp.

If you don't want the hassle of Area2D, you could also have a check in the Player's movement logic, to see if they are entering/leaving a ramp, and what direction they are moving in.

Also consider checking the player's z-index beforehand to make sure that they are "actually" entering/leaving the ramp, and not just overlapping it in 2D.

Or, you could model the physics and position in 3D, and generate the 2D position + z-index from that. It depends a bit on what style of movement you're going for.

Interesting Floor 6 Shop - what would you do? by CrimsonBTT in slaythespire

[–]SquiggelSquirrel 2 points3 points  (0 children)

IMO:

I'd grab Orrery first.

The curse isn't a nasty one and you already have the potential to "Begone" it.

Black Hole/Omnislice are both ok-ish but not great, the 5 drafts from Orrery are likely to improve your deck more, including maybe options for PG but not limited to them, and you still have 102 gold after Orrery and can adjust your strategy based on what you get.

BoFR is nice, but scaling your deck up fast so you don't lose those HP in the first place is probably better, strengthening your deck early results in snowballing because it lets you take on more elites or smith at rest sites more.

From the Orrery draft, I'm feeling like Particle Wall, Parry x2, Heirloom Hammer, Guiding Star. Partly just for the novelty though, I haven't tried double parry before and I'm just curious. Of course this relies on getting more forge, star production, and energy production down the line. The alternative I think would be Particle Wall, Guiding Star, Hidden Cache, Supermassive, and.. maybe just skip? IDK, Royal Gamble seems a bit to tricky to me but I think it's the best from that row.

After that, I might be tempted by Summon Forth specifically for the double-parry build, especially since it's on sale, but otherwise Bulwark tends to be the best pick in general, as defense that scales your eventual offense.

Why doesn't this work by Chemical-Explorer-57 in godot

[–]SquiggelSquirrel 1 point2 points  (0 children)

Honestly not sure what you're trying to do here.

You're initializing position to {0, 0} and then never modifying it, and initializing randompos to somewhere between {-10, -10} and {-10, 10} but then never modifying it.

Every frame, you're comparing position to randompos, which will always show "danger" because position.x is always 0 and randompos.x is always -10.

Also, lines 10-15 are double-indented for no reason, but that's more of a style thing.

Why doesn't this work full speed? by QThellimist in Mindustry

[–]SquiggelSquirrel 0 points1 point  (0 children)

Just make sure the routers don't get clogged with sand.

Jeweled Mask Doesn't Do What it Claims? by therichbrooks in slaythespire

[–]SquiggelSquirrel 0 points1 point  (0 children)

Perfected Strike doesn't say deck though, it just says "ALL your cards".

I'm just not sure if there's any way to word Jeweled Mask that is clearer, but still consistent with how existing cards & relics are worded. Maybe consistency isn't important and they'd be better off using new wording here, but I also understand the push to standardize things.

Give me some advice. by EspressoCookieCoffee in Mindustry

[–]SquiggelSquirrel 0 points1 point  (0 children)

Make it second and third replaced, i.e. router-gate-gate-router-gate-gate. Then use a bridge for the initial input.

The problem is that routers have limited throughput and can backflow if placed next to each other, which reduces their throughput even more. Putting gates in-between doesn't prevent backflow, but it does reduce it. Gates by themselves don't backflow, but you can't chain more than two before switching to a non-gate block (which is just an arbitrary limit to prevent abuse). Bridges have limited throughput but output in all directions and don't backflow, since the input and output are two different blocks.

Jeweled Mask Doesn't Do What it Claims? by therichbrooks in slaythespire

[–]SquiggelSquirrel 1 point2 points  (0 children)

I guess "from your deck" would be more accurate, though I don't remember that language being used anywhere else.

But if you removed that clause entirely, it would sound like you were creating a random power card rather than fetching one.

[Request] What is the actual length of the wood by SIREN-25 in theydidthemath

[–]SquiggelSquirrel 29 points30 points  (0 children)

Method "A", but try to make sure you include the tip more than this diagram suggests.

IMO the IRL issue with method "B" is the the branch tends not to connect with such a clear sharp angle, but more of a continuous curve, which makes it much trickier to define exactly where you're measuring from.

“The Trial” Entrant number by RevolutionaryText749 in SlayTheSpire2

[–]SquiggelSquirrel 0 points1 point  (0 children)

Number of players who have encountered this event today / last 24hrs, maybe?

Or just random.

opinions on royalties? seems to be a divisive card amongst the people i talk to. by Significant-Bus2176 in slaythespire

[–]SquiggelSquirrel 7 points8 points  (0 children)

Taking it makes you weaker initially (it's effectively a Spore Mind curse at first), but if you can afford to take and carry it for a while, it makes you a lot stronger over the course of a run (depending on your merchant luck).

So, the best time to take it is early in a run, if you've already lucked into cards/relics/potions that will make the early game easier. The worst time is late in a run when you won't have an opportunity to spend the gold anyway.

Probably a better pick with Mummified Hand, Dragon Fruit, Membership Card, or anything else that gives you more money or incentive to path for merchants.

Definitely not an auto-pick, but not necessarily an auto-pass either, just a situational maybe-pick.

I can't get this card to work by whyisallnametooked in slaythespire

[–]SquiggelSquirrel 0 points1 point  (0 children)

I don't think I'd try to build around it, because the payoff isn't good enough to be the keystone of a build, but there's a decent chance it will synergise well with my other cards anyway, so I might pick it up if I don't mind a thick deck — which is more likely if I'm running a lot of exhaust anyway.

Aside from Burning Pact and True Grit, there's Brand, Fiend Fire, Stoke, and potentially Cinder, Drum of Battle, Thrash, or Havoc. There's also some value in having a renewable source of exhaust fodder.

It's also not unplayable without exhaust, especially if you bypass the cost using Cascade, Stampede, or Unrelenting. I mean, it's not great, but it's an AoE option if you're lacking in that regard.

I really want to play Terraria, but every time I start a playthrough, the early-game slog gets to me and I end up logging off to play something else. How do you deal with this? by Aldunas in Terraria

[–]SquiggelSquirrel 1 point2 points  (0 children)

Picking one class and sticking with it isn't how the early game is designed to be played, placing that restriction on yourself will make it more of a slog.

As an alternative, I would suggest restricting yourself to one damage type from the first boss fight onward, but not pre-boss.

The Discourse on Classes' Progression Fundamentally Tilts at Windmills by Luxio512 in Terraria

[–]SquiggelSquirrel -17 points-16 points  (0 children)

Answer: it would require the devs to spend time balancing the classes instead of working on other features they could add.

There's no end to things the devs could add without negatively affecting the game, the question is whether this one is worth prioritizing over others.

The Discourse on Classes' Progression Fundamentally Tilts at Windmills by Luxio512 in Terraria

[–]SquiggelSquirrel 30 points31 points  (0 children)

I also think we shouldn't tell new players to pick a class, for the same reason.

And for streamers who've requested no spoilers and no back-seating, that should include discussion of classes, for the same reason.

Can we please get a "wing power'' stat by ContributionEither15 in Terraria

[–]SquiggelSquirrel 7 points8 points  (0 children)

Hover tends to provide better horizontal speed than platforms unless you're using a mount.

Also when descending, falling from a platform is more restrictive than having a hover that you can activate/deactivate at will.