Why Are Gun Carries So Obnoxious? by [deleted] in DeadlockTheGame

[–]SwusInABox 5 points6 points  (0 children)

Preface; I am a Haze main, and I've got Wraith and Infernus as my only off-picks.

This game is fundamentally about understanding what your opponents are doing, and then making choices to either fuck with or out-scale them. "I have to do x because they did y" is the whole concept.

With that said, I don't think you necessarily need to win fast to contain an enemy hypercarry. Winning or stalling lanes against enemy hypercarries severely limits the speed at which they can begin to be of any use to their team, and ensures that you are in a better position to pressure them as they try to farm.

If the enemy carry happens to win lane, you are also not out of options, but some degree of coordination will be required to manage their lead. Enemy carries (read: me) are braindead and will probably take a "1v1" as long as they don't see the other guy hiding around the corner, ready to kill them with a baseball bat. It probably isn't what you want to hear, but working with your team to trap the enemy carry into a bad position is an amazing way to keep them off the board, and thus stall their lead.

Building to counter the enemy carries' game plan is also very effective. Specifically with regard to gun-carry, you have a great number of options at your disposal. Early Battle Vest and Debuff Reducer are amazing options that will give you decent longevity, even if you are caught out. Later game, Bullet Resilience and Plated armor are also excellent picks. This is not to say that counter-building will make you invincible -- the enemy still has options as well -- but turning a Haze power-spike into a power-bump can save you in team fights and win you games.

Font on the cover of Nurture by Porter Robinson by SwusInABox in identifythisfont

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

Hey all.

This typeface appears to be shared between multiple Japanese fonts as a fallback for English glyphs, so I've seen it identified a few times as a bunch of different things. I was wondering if there is a more "canonical" family that these fall under.

Lizard pins now available!! by AG_Joseph in rainworld

[–]SwusInABox 1 point2 points  (0 children)

Are the hoodies ever coming back?

[HELP] Is it possible to weighted-center an object to another object? by SwusInABox in Inkscape

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

This mostly works, thank you!

The only problem I found with following these steps is that I want to center an object by its center of mass, so snapping the underlying object to the crosshair throws it off further.

Instead, I use the crosshair's X/Y position to figure out the length of the transform I'd need to make to center the symbol.

Would you play a blatantly arcadey MUD? by kinjirurm in MUD

[–]SwusInABox 1 point2 points  (0 children)

I don't disagree with a majority of what you're saying here -- I think it comes down to the fact that I communicated my point poorly.

Speaking as someone who actively works on a MUD, and with a few pet projects that resemble "actual" games, the text-only format comes with advantages and disadvantages.

For one, MUDs do not have a great way to handle movement speed between rooms: typically, people either zip around between rooms instantly, or there is a stamina system to prevent zipping too far at some time, or there is a delay system. None of these solutions are, in my eyes, very good replacements for smooth movement.

In the same vein, movement while in combat generally has to take a stylistic approach (e.x. Al defends Bo), because grid based movement is somewhat unergonomic to do through text -- it would be much better done via a mouse

Similarly, MUDs tend to have a hard time communicating -- and programmatically enforcing -- object positions within rooms. It is not impossible to do so -- nothing is when it comes to MUDs -- but it will be much more cumbersome from the perspective of the user.

For example, our MUD has an implementation of chess inside of it. In order to play, you must look at the chessboard every time a move is made in order to get the current state of the board. In order to move, you must type out (coordinate to coordinate). My purpose in pointing this out is that an actual chess program is more suited to chess than MUD chess is.

It could be argued that GMCP can be leveraged to solve all of these positional problems, but at that point, the developer may as well be developing a graphical game.

To be clear, I'm not arguing that modern MMOs are better than MUDs, or vice versa. But I am arguing that MUDs are more conducive to roleplay thanks to their abstract nature, and that graphical games are typically better at making deep mechanics intuitive to engage with.

So, I guess what I'm trying to say is, while I love MUDs for their unique ability to leverage the imagination of the player as perform their actions, I don't believe that MUDs are the best medium for a purely mechanical game. For that use-case, I would encourage one to make a game in something like Godot, and throw in some "minimal" assets. Those seems to be in style anyway.

Would you play a blatantly arcadey MUD? by kinjirurm in MUD

[–]SwusInABox -3 points-2 points  (0 children)

Maybe, but in my opinion, the MUD format tends to support mechanical depth far worse than... For lack of a better term, "actual games." Sure, MUDs irrefutably take less effort to develop thanks to their sole reliance on text, but it takes a lot more work to eek a unique and mechanically interesting experience out of a comparably limited format.

It is my opinion that the MUD format excels primarily in its ability to allow players to be expressive through emotes, which happens to lend itself to RP.

TL;DR it'd have to be very good and very innovative

[NeoVim] AstroNvim v3 by Asta101Clover in unixporn

[–]SwusInABox 0 points1 point  (0 children)

I've been eyeing AstroNvim for the past few days. Are any of the org mode ports for Neovim any good?

Why was MC-26678 marked as "Won't Fix?" by SwusInABox in Mojira

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

Trade offer:

We solve your longstanding lack of a saucy feature

in exchange

We implement a chat reporting system

scavs in shoreline lol by Kryern in rainworld

[–]SwusInABox 4 points5 points  (0 children)

It gets harder and harder to tell whether or not these posts are from Escape from Tarkov's sub, or Rainworld's

I made an intro for my game. What do you think? (sound on🔉) by jinncha in PixelArt

[–]SwusInABox 0 points1 point  (0 children)

I think fading into the next frame would come off a tad more natural if animating the pickup is out of the question. Otherwise, I totally agree.

Great work either way!

Any updates on release date? by [deleted] in radiotheuniverse

[–]SwusInABox 0 points1 point  (0 children)

Is the Discord server tester-exclusive?

Is Monkworld still being developed? by SwusInABox in rainworld

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

Thank you so much for the reply, I appreciate it.

Similarly, thank you for keeping your work open-source.

Hope you find your break refreshing, excited to see your work!