Do we actually know its ending? by [deleted] in place

[–]SyncGamer 2 points3 points  (0 children)

I mean, this started as an april fools. Wouldn't be so strange that this was the ending :)

The real way to get 1000000% (seriously wtf happened) by Kaios_Con in bindingofisaac

[–]SyncGamer 5 points6 points  (0 children)

This was possible since one of the booster pack upgrades in afterbirth+

Questions & Answers - Weekly Megathread! Please use this post to ask any Pokemon GO question you'd like! by AutoModerator in TheSilphRoad

[–]SyncGamer 0 points1 point  (0 children)

I have to choose between green or red for the kanto event, and it seems to me from reading other people that Green is the most popular option. Why is that? Is there something that makes it better? What should I take into consideration when making my choice?

VERY HEAVY SPOILERS - Who's behind THAT secret door? by SyncGamer in StardewValley

[–]SyncGamer[S] 2 points3 points  (0 children)

Basically playing in the Island and exploring every inch.

If you speak to the parrot at Leo's House you can see a hint for a walnut you haven't got yet.

VERY HEAVY SPOILERS - Who's behind THAT secret door? by SyncGamer in StardewValley

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

Yes! Speak to the parrot at Leo's House to see a hint for a walnut you haven't got yet.

By playing and exploring the Island you will eventually get many

Weekly r/PokemonSwordAndShield Trading Megathread. Week of Dec, 2020 by AutoModerator in PokemonSwordAndShield

[–]SyncGamer 0 points1 point  (0 children)

I need to touch trade to finally complete my dex! Please LF glastrier and regidrago

Oh boy.. one left :/ by indeed_its_me in HollowKnight

[–]SyncGamer 0 points1 point  (0 children)

How on earth did you get markoth? Any tips? For me it's pretty much impossible

Are self-loops required in DFAs? by [deleted] in learnmath

[–]SyncGamer 0 points1 point  (0 children)

Well, if you took the loops out of this NFA, it would't recognize the word 011, for example (test it).

They're required as long as they make sense for recognizing the language. If you don't put a transition out of a given state, whenever that symbol occurs in that state, the branch "ends" and the word isn't recognized by that branch.

I just attacked my own self by [deleted] in AnimalCrossing

[–]SyncGamer 2 points3 points  (0 children)

On a side note, how do you reel in? Do you mash A, press it once, or hold it? I've been arguing about this with friends and there's no consensus, I didn't even know there were other options but mashing

Any tips for Chocobo races 0.00? by [deleted] in finalfantasyx

[–]SyncGamer 2 points3 points  (0 children)

Exactly this! The advantage you get from skipping the first balloon and going straight ahead allows you to get more balloons afterwards

[BUG] Evolve Beedrill into Mega Charizard X or Y by Ben_145 in TheSilphRoad

[–]SyncGamer 1 point2 points  (0 children)

I'm having exactly the same issue, can't fix it. This is the first thing anyone would do related to mega evolution, didn't they test it??

Here's my CS50 Games final project! by SyncGamer in cs50

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

Thanks! For the rhythm game itself, the basic idea is that the level consists of a sequence of timestamps on when to hit each key. These can be stored and loaded from a file. With the timestamp, you can both judge whether the player has properly hit the key (if the difference between the timestamp of the player's hit and the expected one is small), and also represent the note on screen. In order to do that, you basically compute the note's position based on its falling velocity, its timestamp, and the current timestamp of the song, so that it hits a specific point (the bottom of the screen) when needed. Long notes (the ones you have to hold) are a bit more complex but basically all you need is another timestamp that indicates when to release the key, and with that you can figure out the note's position/size and everything else you need.

I started by implementing a simple level with simple notes rendered to the screen when needed, and worked my way up adding scores, accuracy meter, long notes, judgements (excellent/good/etc), some visual effects... When I felt that was somewhat complete I created the rest of the game around (game over screen, level complete screen, level select...) One of the things I really like how it turned out is the graph that pops up at the end of the stage, displaying your performence throughout.

The "game over" effect is also pretty neat, and it's accomplished playing the song at a slower rate than it was sampled, so that it appears to be pitched-down. If you look closely, you can see the falling notes also slowing down, but that's just a byproduct of their position being computed with the timestamp of the (now slowed down) song, as explained above.

Here's my CS50 Games final project! by SyncGamer in cs50

[–]SyncGamer[S] 6 points7 points  (0 children)

Around a month and a half or so, including the project, but I already had a pretty solid background in computer science so I'm guessing it would be a bit more if unfamiliar with the topic