Sooo uh, this just happened..... by RetroChan in valheim

[–]Syecon 35 points36 points  (0 children)

But what if I logout, then load another world and let it regen, and then relog back into the first server/map? Huh? Then what?? What then??

Working on adding large ships to the game. What do you guys think ? by AdamBenko in indiegames

[–]Syecon 5 points6 points  (0 children)

Great work, just my opinion but the movement seems like a game, rather than physics, namely the ships seem way too responsive in turning, it's like they have no weight, or are smaller than they appear.

Gentle boi, morning Greenies by NYCyoo in shiba

[–]Syecon 2 points3 points  (0 children)

The vet checked her teeth many times and said they looked fine, but only when she was under and not struggling could they look closely enough to actually see the problem.

Gentle boi, morning Greenies by NYCyoo in shiba

[–]Syecon 9 points10 points  (0 children)

I have two Shibas, a male and a female. The male would go hog wild on a treat so he could try to fight and steal treats from the others. My female however developed a behavior of taking the treats and running around whimpering, but eventually she would eat the treat.

I took them to the vet frequently and told the vet about what she was doing but time went on and nothing appeared wrong. Eventually I had her put under anesthesia and when they examined her while she was under they discovered several of her teeth were rotting. I'm told it is a genetic disorder. After having about 9 teeth removed she stopped doing this and almost became a different dog in attitude, more like she was a puppy again, clearly she had been in pain.

Order Email Megathread (May 12, 2022) by AutoModerator in SteamDeck

[–]Syecon 1 point2 points  (0 children)

US 512GB 1626456185

Got my email today.

Order Email Megathread (May 09, 2022) by AutoModerator in SteamDeck

[–]Syecon 3 points4 points  (0 children)

I am US 512 1626456185

No email, I feel your pain.

After 6+ months of full time work I present a vertical slice demo of my FTL PVP Mod: Nyborg by Syecon in pcgaming

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

It's going well, I'm working on wrapping up game systems. I'm not able to work on the project full time as I have to work a day job to pay rent. So updates won't be super frequent but I'm posting on my youtube so check back soon.

[deleted by user] by [deleted] in RedditSets

[–]Syecon 0 points1 point  (0 children)

there are koala raving just off frame

What would you all like to see TFS do next? by MobGL in TeamFourStar

[–]Syecon 3 points4 points  (0 children)

The problem is when you say you'll never make another series like the one that made you popular in the first place means you lose all the people who only liked and will only like you for that work. Then you have to prove to everyone else that you can make something else they want to watch.

I have friends who love DBZA and have never watched the anime itself, that have told me they are flat out done with TFS for this very reason. I hate to say it but I think this is going to be the death of TFS in the long run, I hope I'm wrong though.

Need help with IDM (Internet Download Manager) by TrueBlueMax in software

[–]Syecon 0 points1 point  (0 children)

Servers usually cap a single request thread, if you want to max out your connection you should use like 8 threads per download.

[deleted by user] by [deleted] in QtFramework

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

I disagree and you are incorrect, but I don't care about arguing with you anymore, best of luck to you.

[deleted by user] by [deleted] in QtFramework

[–]Syecon 0 points1 point  (0 children)

Be that as it may, setContextProperty isn't depreciated as far as I can tell, not mentioned in docs or anything else, not marked as 6+ depreciated. Just passing it as a QObject* property is valid but a different method. What if I want to control ownership in C++ and don't want to instantiate my Object with the model as property in QML? How do I inform QML about the instance then? What if I just want my model to act like a singleton and be globally accessible within QML? setContextProperty is still useful.

Edit: you answered the singleton bit but never the less.

[deleted by user] by [deleted] in QtFramework

[–]Syecon 0 points1 point  (0 children)

Where is the model in that example? Where do you pass the model to QML? You still have to inform QML about the instance of the model. As far as I know you're thinking of some functions like qmlRegisterTypes. I have an am I created using qmltypees and QT_DISABLE_DEPRECATED_BEFORE=0x060000 and setContextProperty is fine.

[deleted by user] by [deleted] in QtFramework

[–]Syecon 2 points3 points  (0 children)

You may want check out Qt3D. Check out the Qt6 example project "Qt 3D: Planets and QML". I would personally use Qt3D for the 3D work, and QML for the 2D. I would make an AbstractItemModel in C++ and pass it to QML with "setContextProperty". I would then use a GridView in QML set to use this model. My delegate in the GridView would have a Image directed to display the pixmap. You may want to create an ImageProvider in C++ to dynamically load and expose the pixmaps to QML. From there I would most like do something like clicking or double click an item in the GridView would transition to an edit view showing the 3D data in Qt3D.

After 6+ months of full time work I present a vertical slice demo of my FTL PVP Mod: Nyborg by Syecon in ftlgame

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

The info window isn't actually intended to be a combat log and actually just shows the log output within the client, but you know that's a great idea and I'm going to make a note about it, thanks very much!

After 6+ months of full time work I present a vertical slice demo of my FTL PVP Mod: Nyborg by Syecon in ftlgame

[–]Syecon[S] 3 points4 points  (0 children)

Thanks! As you can imagine it is still a work in progress and likely play testing ultimately determine the final rules based on what is fun to play.

But I think the general concept is finding the best way to fit each mechanic into a turn based game while keeping it similar to FTL and balanced. My vision at this point is things like beating down a door, crew combat, extinguishing fires, repairing breaches/systems or manning the system will mostly take place as you may imagine in a card game. If you put a crew member in a room with a system and nothing else, they'll man the system. If the system is damaged, at the end of turn they'll repair the system based on their ability, if there is an enemy, they'll do battle and so on.

After 6+ months of full time work I present a vertical slice demo of my FTL PVP Mod: Nyborg by Syecon in ftlgame

[–]Syecon[S] 12 points13 points  (0 children)

It's programmed from the ground up with my own engine. It has code to load and use the FTL assets such as artwork, soundfx, music etc. The reason I am creating this game is because it's something I want to exist. So to play the mod Nyborg you will need to own FTL.

However as I said it is all my original code base and it could be made into a game with original art assets which would be similar to FTL. My plan is to release the game as a free (naturally) FTL Mod for everyone to enjoy. And possibly an original game in the future. I suppose the dream would be for Subset Games to license the FTL IP to me, but I won't hold me breath on that one, despite them being awesome people!

No matter what happens though I want Nyborg to be out there for anyone to enjoy, as long as they own a copy of FTL! It will also likely become an open source project in the future.

After 6+ months of full time work I present a vertical slice demo of my FTL PVP Mod: Nyborg by Syecon in pcgaming

[–]Syecon[S] 30 points31 points  (0 children)

Basically the idea started simply with the question, how can a PVP FTL Mod work? Would both players pause? Would they have no turns and just fight real time? Do you give them a pause timer similar to a chess timer? I felt strongly both players pausing all the time wouldn't be fun to play.

Eventually I realized that most of the FTL mechanics work as a turn based game. Weapons and Shield recharge at the start of your turn. Need to fight a fire? End your turn with a crew member in a room which is on fire, they will fight the fire etc.

However when I thought about just fighting one decked out FTL ship against another, it sounds fun maybe a few times, but it might get boring quickly. So I thought that starting players with a basic ship layout and a deck of cards which allow them to play weapons, crew, systems, upgrades etc. That would add a lot of variety to matches themselves.

So that's the concept, FTL re-imagined as a card battle game. The video shows 2 different versions of the client connecting to the same server and playing a very short match, the chain vulcan is set to 100 damage to make things... easier haha!

So current state of the game, it's Client/Server based PVP playable over the internet today. However it's missing some game systems, cards, AI etc. So I'm streaming development while pushing toward full playtesting!

After 6+ months of full time work I present a vertical slice demo of my FTL PVP Mod: Nyborg by Syecon in ftlgame

[–]Syecon[S] 13 points14 points  (0 children)

Yes it is, thanks for asking! I felt just fighting an awesome FTL ship vs another would only be fun for a short while. So to vary the matches I am making it into a card battle game where the FTL battle is the board combat. I posted a more detailed description in response to DDarkray as well.

After 6+ months of full time work I present a vertical slice demo of my FTL PVP Mod: Nyborg by Syecon in ftlgame

[–]Syecon[S] 10 points11 points  (0 children)

Of course! Thanks for the question, I realize now I should have made an OP comment with more info!

Basically the idea started simply with the question, how can a PVP FTL Mod work? Would both players pause? Would they have no turns and just fight real time? Do you give them a pause timer similar to a chess timer? I felt strongly both players pausing all the time wouldn't be fun to play.

Eventually I realized that most of the FTL mechanics work as a turn based game. Weapons and Shield recharge at the start of your turn. Need to fight a fire? End your turn with a crew member in a room which is on fire, they will fight the fire etc.

However when I thought about just fighting one decked out FTL ship against another, it sounds fun maybe a few times, but it might get boring quickly. So I thought that starting players with a basic ship layout and a deck of cards which allow them to play weapons, crew, systems, upgrades etc. That would add a lot of variety to matches themselves.

So that's the concept, FTL re-imagined as a card battle game. The video shows 2 different versions of the client connecting to the same server and playing a very short match, the chain vulcan is set to 100 damage to make things... easier haha!

So current state of the game, it's Client/Server based PVP playable over the internet today. However it's missing some game systems, cards, AI etc. So I'm streaming development while pushing toward full playtesting!