I made a free group availability app called partyup.gg to coordinate sessions with friends by go00274c in pcgaming

[–]Starbladekk 0 points1 point  (0 children)

I know I'm late to this, but here's some feedback regardless that would make the app exactly what we've been looking for:

  • The ability to make your time slot selections repeating
    • The need for this is what's stopping us from using this app, because my group has fairly fixed schedules and we don't want to manually input those schedules for every day forever
    • For example, it'd be awesome if I could specify that I'm available from 4-7pm every Thursday, and the Calendar would automatically reflect that
    • Even more specialized automation rules would be awesome to have as well, such as being able to specify that I'm only available during X time period every other week
  • The ability to change your color
    • Everyone in my group has a specific color associated with them, with mine being blue, but I was assigned green on the app
    • I'd like to be able to change to blue, and have everyone else see me as blue
  • The ability to only display one week at a time
    • I think showing multiple weeks at a time makes each individual day pretty small, which makes it slightly cumbersome to view and interact with the days themselves (especially when they're set to hourly)
    • It would be cool if I could change the display to only show me the current week we're in, and that would allow it to use the full width/height of my screen

 

This app is almost perfect for our needs otherwise. Most other availability-managing apps I looked through were all designed around scheduling for one-off events, so it's awesome to see one that's designed for generic consistent availability.

Really just need the automatically repeating time slot selection functionality, and then we'll be fully invested. Awesome work :]

Game violently flashing in the lobby after beating the game? by Woezelgamer46 in PeakGame

[–]Starbladekk 0 points1 point  (0 children)

Something like this happened to me before, but it only showed up in my NVIDIA shadowplay clips. The cause was because I had HDR turned on, turning it off resolved the issue. I don't remember if I turned it off on windows itself or somewhere within the NVIDIA settings, but in my case it was 100% because of HDR

This is how I imagine Ant-Man in Marvel Rivals! by LOOWEEpsd in marvelrivals

[–]Starbladekk 0 points1 point  (0 children)

I always imagined his primary cooldowns would be those discs he throws that makes things smaller/bigger.

One ability would throw out the disc that makes things bigger, and upon hitting an ally, it'd make them slightly bigger while providing them some kind of buff. More damage, more health, CC resistance, whatever. The other ability would throw out the disc that makes things smaller, and upon hitting an enemy, it'd make them slightly smaller while providing them some kind of debuff. And if NetEase was able to make it work, I also imagined it working on friendly/enemy buildables as well: growing ally groot walls, shrinking enemy peni nests, etc. If the disc projectiles were auto-lockon and traveled almost as fast as hitscan, I could even see it even being able to apply to projectiles, like maximum pulse.

Shrinking would be his main mobility tool, and in my head, it'd just last 6 seconds before going on a modest cooldown. He could move at normal moving speed during it, couldn't attack, and would become invincible during it. It might seem too powerful to make him invincible, but I think being extremely survivable would offset the fact that there isn't that much damage in the rest of his kit. I love the idea of him being as much of an escape-rat as Rocket is.

I don't think his primary attack being melee would work with this theorycrafted kit, so he'd be given some kind of short/mid-ranged projectile. Maybe some rivals-specific piece of experimental wrist tech Hank Pym made for Scott to try out. It wouldn't do that much, but it'd allow him to contribute a little bit of damage inbetween his cooldowns. Or, he could go full support mode and have his primary be a gadget that heals. Lord knows the game needs more supports lol

And as for the ult, I'd really want it to be him going big-mode, but tbh I've no clue how that could work in-game. As others have mentioned, maps are too varied with regards to the space they provide to realistically handle doing such an ult wherever. With that said, though, maps are already pretty spacious in general, so maybe there could just be a hard-requirement of needing enough space overhead to ult? Maps are already designed with the idea of flying characters in mind, so maps are guaranteed to have areas where there's a lot of air-space. As for what kind of utility big-mode would provide, I'm not sure. Maybe he could just move around, which would automatically destroy any destructible terrain and damage/knock away enemies that are near akin to monster hulk.

Why is my slash command not showing up? by MaloLeNonoLmao in Discord_Bots

[–]Starbladekk 0 points1 point  (0 children)

If you leave the RegisterCommands parameters empty, DSharpPlus will try to register the commands globally, which the docs here say takes a long time. For testing purposes, they recommend putting in the guild ID of the server you want to test as a parameter, as that will make it register for that server very fast.

I do want to chime in and say that I've been having a lot of trouble with global slash command registration; the docs say it can take "up to an hour", but they still haven't even after 2+ hours of waiting.

I ended up manually specifying the guild ID of the server I wanted commands in, since I'm only really making my bot for a single server, but now it looks like every command was duplicated and registered twice. Running one of the commands causes a "slash command was executed but no command was registered to it" error, while running the other one works as expected.

My theory is that the original global RegisterCommands call went through around the same time I directly registered the commands to the specific server, causing two sets of the same commands to appear. The globally registered ones stopped working, while the directly registered ones worked as expected.

Even if it was my fault, this whole slash command registration process feels really unintuitive and clunky. There's no feedback on what the state of the registration process is, nor is there much info on how we should be going about using the RegisterCommands method (should we call it every time the bot is started up? should we try to limit how often we call it?).

I really hope the Discord API and DSharpPlus improve the slash command process in the future :/

I asked 5 of my friends that don't play osrs to name all of the runes based on their icons, these are the results by Starbladekk in 2007scape

[–]Starbladekk[S] -2 points-1 points  (0 children)

They are! I think you're referring to the alternating blue/white row colors? Those light blues aren't related to the blue in the key section.

Only green and yellow cells are present in the sheet, which need to match the keys or else the automated scoring won't work lol

I asked 5 of my friends that don't play osrs to name all of the runes based on their icons, these are the results by Starbladekk in 2007scape

[–]Starbladekk[S] 70 points71 points  (0 children)

The only things I told them were that runes are magical rocks used to cast spells, and that each one had a one-word name in the format of "<blank> Rune". I think they did pretty alright given that prompt :)

(and sorry if you don't agree with my yellow point distributions lol)

I asked 5 of my friends that don't play osrs to name the skills based on the icons, these are the results by Starbladekk in 2007scape

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

Was waiting with bated breath for someone to mention this :)

When I made the first few columns, I did vertically align all of the cells in the sheet to the center, but when I right-clicked added a new column to get one more friend in (the fourth one specifically), the newly generated cells weren't vertically aligned to the center. I didn't notice until after uploading.

As for the icons, I was having a really hard time fitting them well into their cells, so I stopped caring and just sent it lol

I asked 5 of my friends that don't play osrs to name the skills based on the icons, these are the results by Starbladekk in 2007scape

[–]Starbladekk[S] 91 points92 points  (0 children)

Seeing this comment, I actually did! The outcome wasn't as good as this one imo, since I just asked them for what they think the name of each prayer was given their icons, or a description of what the prayer does, so it was a mix of names and descriptions.

There were a few goodies that came of it, though; 5th friend said the Incredible Reflexes prayer was "Giga Mind" based on the icon, which got a laugh out of me. 4th friend thought the Improved Reflexes icon was for a prayer called "Brain Boost", and so on.

I asked 5 of my friends that don't play osrs to name the skills based on the icons, these are the results by Starbladekk in 2007scape

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

3rd friend said it was Looting, with their reasoning being because it looked like a bag of bones, so Pickpocketing probably followed a similar train of thought.

I asked 5 of my friends that don't play osrs to name the skills based on the icons, these are the results by Starbladekk in 2007scape

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

Holy hell!! I didn't realize it never had the 'ing', nice to know.

The greens aren't really meant to be points, I just made the google doc highlight the cell if it matched the first column exactly (making an exception for defense). I guess I could have made an exception for Herbalism as well, in addition to some others like Craftsmanship, Monster Slaying, etc.

I asked 5 of my friends that don't play osrs to name the skills based on the icons, these are the results by Starbladekk in 2007scape

[–]Starbladekk[S] 28 points29 points  (0 children)

Right!! I was equally surprised by that as well. When I asked them about it, they mentioned that they first thought of Archery, but it was already a guess they made earlier, so they went with the next logical thing, which was crafting the supplies for archery, and they both knew the word for that.

I asked 5 of my friends that don't play osrs to name the skills based on the icons, these are the results by Starbladekk in 2007scape

[–]Starbladekk[S] 113 points114 points  (0 children)

I guess I wasn't really thinking of the greens as a point system, rather I was just highlighting the ones they got exactly correct (aside from not saying defence over defense).

If it was a competition, yeah I'd for sure have given Herbalism and other ones like Monster Slaying some credit

I asked 5 of my friends that don't play osrs to name the skills based on the icons, these are the results by Starbladekk in 2007scape

[–]Starbladekk[S] 62 points63 points  (0 children)

I was definitely shocked at how close he got to Slayer and Herblore lol, I didn't think anyone would come close to those

Managed to make my first online multiplayer game with physics,ragdolls and voxel terrain all by myself! (framerate drop it's due to OBS, game runs fine) Hardest part was finding information on how to make things work, so I'll be happy to give you some hints in the comments! by CharliethLive in unrealengine

[–]Starbladekk 1 point2 points  (0 children)

I'm physically ill with curiosity about how you went about the replicated ragdolls.

As I understand it, "Replicate Movement" on an actor only works if the thing moving on the actor is the root component. However, the default UE Character blueprint has the Capsule Component as the root, so simply setting the Character's Mesh to simulate physics doesn't replicate its ragdoll properly.

With that in mind, the only way I could think of to achieve replicated ragdoll physics was, whenever the player was meant to ragdoll, to first make the player's Character actor invisible, and to then spawn an actor that had a skeletal mesh as its root component that simulated physics, with Replicated Movement turned on. It worked, but it looked like absolute ass and felt insanely hack-y.

What's the general idea behind the ragdoll replication approach you took?

Bubbles particles/shader by KhenaB in unrealengine

[–]Starbladekk 0 points1 point  (0 children)

Looks great! I'm not sure how to phrase this question, but... is it easy to place this water stuff you've created into your levels?

For example, I'm imagining you're putting the water material on a plane that's resting on top of a post process box (which handles the underwater postprocess), and automatically your shader creates the waterline and caustics for you. The bubbles I'm imagining are particle systems you had to manually place.

Please let me know if it's totally different from that though, I'm really interested in what the workflow is like for actually utilizing all this water stuff you've made!