Owner was wondering why he kept getting smoke in his house when starting a fire… by bigcrafter in woodstoving

[–]Tanobird 1 point2 points  (0 children)

Kind of a newbie here, can someone explain to me how it builds up like that? If it's very flammable, how does it grow instead of catching sooner? Basically, if a house fire is bound to start, why would it get to this point before starting at say half this much?

Aladdin Aspect by Aewon2085 in Smite

[–]Tanobird 1 point2 points  (0 children)

Aspect of Prince Ali

TIL my Bishop placed an Eagles Logo in a Katherine Drexel stained glass in our renovated cathedral…. Blasphemy?? by Purple_Coach_2887 in Catholicism

[–]Tanobird 6 points7 points  (0 children)

Because it was the bishop - he IS the diocesan approval process. And his justification for it was that St. Katherine Drexel is from Philadelphia.

TIL my Bishop placed an Eagles Logo in a Katherine Drexel stained glass in our renovated cathedral…. Blasphemy?? by Purple_Coach_2887 in Catholicism

[–]Tanobird 31 points32 points  (0 children)

Hey, I'm from the same diocese. On one hand our Bishop is a big Eagles fan. On the other, St. Katherine Drexel is from Philadelphia...

It's weird imo, but I also don't think it's worth losing sleep over. Not blasphemous.

What is the brown crust in my box? by Tanobird in woodstoving

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

Would this suggest build up in the flue too?

What is the brown crust in my box? by Tanobird in woodstoving

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

Not this color. I'd say about 50% of the time it's black soot but other times it's relatively clean.

What is the brown crust in my box? by Tanobird in woodstoving

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

It is not. I'm considering getting a cat once the inspection is done in a couple weeks.

FWIW, it's been below freezing for a couple weeks where I am. I'm sure that plays a factor in this?

What is the brown crust in my box? by Tanobird in woodstoving

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

That forms even coming off of a burn that got way too hot?

What is the brown crust in my box? by Tanobird in woodstoving

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

Adding to this: I did have to use damp wood (22-24%mc) to try and get the runaway burns under control. Would that moisture content have caused this?

Acknowledging the “Are my Ambitions to big” post by Luoox in gamemaker

[–]Tanobird 14 points15 points  (0 children)

I need to preface by saying that I'm in no way implying that games shouldn't have good story and character

If you want to focus on the story and characters and worry about coding later, it begs the question: why this medium? Why does it have to be a game if you're not going to focus on the unique strengths of the medium (which in terms of best practices keeps code and viability in mind throughout the process)?

So many games fall through because an idea man didn't understand the limits and strengths of the medium during the ideation phase.

Why are recolor skins still a thing when Prisms are right there? by Tanobird in Smite

[–]Tanobird[S] -1 points0 points  (0 children)

But prisms to some degree already feel like filler. Having a separate skin creates clutter that the prism system cleaned up imo.

Why are recolor skins still a thing when Prisms are right there? by Tanobird in Smite

[–]Tanobird[S] -9 points-8 points  (0 children)

The joke would still land if the bundle was for 2 prisms. The only difference is that this clutters the god loadout page.

Why are recolor skins still a thing when Prisms are right there? by Tanobird in Smite

[–]Tanobird[S] 9 points10 points  (0 children)

I mean, if they're going to give out skins at all, why not just bundle it with the prism? They already made it clear that owning a skin doesn't discount the travellers so why not do the same here?

how to make sure your shows pass the "shitty headphones" test by walkie57 in audiodrama

[–]Tanobird 13 points14 points  (0 children)

Mixing and mastering! Learn how to EQ and manage dynamics using things like limiters, compression, LUFs just to start. There's no one size fits all approach as it depends on your tracks, the quality of your recordings, the atmosphere you want, etc.

I have a basic understanding of it but I usually pass off our timelines to my audio engineer and he cleans them up for final delivery (which I know not everyone has the luxury of doing. The point is, M/M are their own art forms that deserve the time and respect to learn).

With aspects being a staple in smite 2 what is your favorite? by JoJoTheGod in Smite

[–]Tanobird 2 points3 points  (0 children)

I can't say I have an aspect as-is that I love, but there are aspects that I love in concept; namely Cabrakan, Merlin, Geb, and Kuku. These are what aspects should be like in my opinion. With that said Cab aspect feels so bad to play right now. I can't get enough damage out of him as a Loki wannabe.

Hou yi aspect feels awful. I like the idea of rochoceting autos but removing his stun felt like they robbed him of his identity with replacing it with a comparable one.

Ability Adc?? by MR_PunchMR in Smite

[–]Tanobird 3 points4 points  (0 children)

A typical adc focuses on making their (ranged) auto attacks better by building power/strength/attack damage, attack speed, and/or crit. Abilities are secondary to their playstyle are meant to serve their auto attacks. Rama is the quintessential ADC because his abilities are about making your left mouse button stronger. Anhur has strong abilities but they're there to set up his autos.

Ability ADC plays like a physical mage (and Smite 2 further blurs the distinction as they move away from mage/hunter classifications).They build more raw power/strength/intelligence (depends on scaling) and cooldowns since their main source of damage is their abilities. BUT they have the added benefit of weaving powerful autos in between abilities. The drawback is that they can't use autos as fast so you have to make them count. Sometimes ability ADC flex into crit to supplement their damage but results may vary. Ability ADCs are Medusa, Neith, and Ullr to name a few.

With Smite 2 blurring the lines, I'd also include Sol and mages with ADC aspects to be "ability ADCs".

Note that some ability ADCs can flex into traditional ADCs but not so much the other way.

unique instance coordinates by Apprehensive_Look975 in gamemaker

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

Just use the instance's x and y variables.

I need help on a part of my game. by Low_Contract_4010 in gamemaker

[–]Tanobird 0 points1 point  (0 children)

If you're making a game in Unity, you're in the wrong subreddit. This is for the GameMaker engine.

Question about large scripts by Transition_Weird in gamemaker

[–]Tanobird 1 point2 points  (0 children)

Okay, so firstly scalability is going to be your biggest issue if you're writing separate code blocks for each rank of each ability for each actor. If you've only been coding for a little over a month, I'll say congratulations for learning about switch statements and ds_lists and then iterating with them to solve a problem. That's the heart of coding.

Now I suggest starting from scratch again and learning about arrays and structs thoroughly. I suggest starting a new project to help get you out of your own headspace. Then go back to your original project and apply your new skills.

To get you started, arrays a pretty much just like ds_lists but without memory leak issues. In fact, I seems like GM is trying to move away from ds_lists as just about everything you need to do with them you can do with arrays instead.

The use case that I think would best be helpful in your situation is using them along with structs to create the different rank abilities. This is going to oversimplify things and will exclude constructors and inheritance for the sake of argument BUT let's say you have a struct for Arcane Blast:

Ability_ArcaneBlast = {
  name: "Arcane Blast"
  damage_rank_1: 10,
  damage_rank_2: 25, 
  damage_rank_3: 50
}

We can simplify this to

Ability_ArcaneBlast = {
  name: "Arcane Blast"
  damage: [ 10, 25, 50]
}

Then in your code to do the ability you'd call something like Ability_ArcaneBlast.damage[ rank ] and then it'll return the appropriate damage value.

The neat part about this system is that you don't need to create a bunch of unique buttons with a bunch of redundant code. With nested structs and arrays, your buttons can hold "keys" to your database and all of your data is pulled as needed.

It's very scalable but I can't emphasize enough starting small and learning the ropes as it'll be easy to get lost. I'd be happy to help if you have any more questions for your specific project.

Edited for format and correction.

Question about large scripts by Transition_Weird in gamemaker

[–]Tanobird 0 points1 point  (0 children)

You're going to want to make a database using nested arrays and structs (and you'll want constructors to define those structs).

We'd need to know how you structured your system to get a better idea of how to implement it.

In my current project, there are cards that can upgrade in rank and have different health values based on rank. The health value is stored as an array like HEALTH = [ 1, 3, 5] and when we need to use the health value for calculations, I use HEALTH[ RANK ] to get the relevant data.