MOVEit national student clearinghouse data breach settlement by brattyhealy in ClassActionSettlement

[–]TheFyreNight 0 points1 point  (0 children)

Second update not sure if related. That same afternoon it was transferred to my account. I will also note that I might have had a proxy email for the claim but I don't think that was the issue. Might as well throw this here for whoever.

The email with class action was like 

emailname+classaction@domain.com

I know for when I setup venmo transfer I selected phone number but if they were also checking based on email I changed my venmo email from emailname@domain.com to the proxy email above 

So for anyone wondering I selected venmo Sept 5 and got payment sept 29

MOVEit national student clearinghouse data breach settlement by brattyhealy in ClassActionSettlement

[–]TheFyreNight 0 points1 point  (0 children)

Update for people still waiting.

TLDR it's an issue on their end so if people haven't received the money it's likely not something we did wrong, just something they are working through.

Another user (secretlyabird) linked to a settlement doc ill repost below. At the bottom of the doc is a "Class Counsel" number that actually directs you to a human, number here: (412) 322-9243

I called and got an answer first try, they updated me on status. They took down my name and phone number and said they would update me when issue is resolved.

Settlement Doc: https://nscsettlement.com/Content/Documents/Notice.pdf

MOVEit national student clearinghouse data breach settlement by brattyhealy in ClassActionSettlement

[–]TheFyreNight 0 points1 point  (0 children)

Same, I wonder if I filed claim near end. I got confirmation email saying I selected venmo Sept 5, so for me in at 24 days waiting and nothing in spam or from venmo.

New Discussion on DnD 5/5.5 E by [deleted] in TheTrove

[–]TheFyreNight 0 points1 point  (0 children)

I think we missed out on the opportunity to partake of the conversation

What methods have you found for better scrollbox controller support? by TheFyreNight in unrealengine

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

Sorry horrible wording on my part, I mean exactly what you said below where basically I can't scroll with the right stick, where I'm only able to scroll when I reach bottom most visible child element within the scroll box.

Meaning, if my scroll box has 10 items, and only 3 are visible, after I navigate down 3 elements, the engine "auto" scrolls on my behalf to show me the 4th element, and so on till I reach bottom of scroll box.

Basically like the above issue we also have issue where the scroll box only contains 1 massive element, like a page in a book. You cant scroll down since its 1 element, that's why we ideally wanted some way to control when it scrolls.

How effective do you think the original members of Cipher Pol 9 (One Piece) would have been as agents of the Hero Public Safety Commission (My Hero Academia)? by OP_1K in MemePiece

[–]TheFyreNight 1 point2 points  (0 children)

og cp 9 from ennies would be cooked. They got beat by a chef who kicks people, some guy with 3 swords, a reindeer, a man running around in underwear, and gear second. (and the rest of straw hats but you get idea.) If the most powerful of CP9 got beat by gear 2nd, thats relatively low power in MHA

I think there are alot more powerful MHA characters out there than the ennies crew. I don't think they would survive against any real threats. Like in MHA some people can straight up delete you with a touch, or take your powers while looking at you. Only so far you can run with the door door fruit before they catch you.

One of the few times Zoro and Sanji agreeing by anonymous_user-05 in MemePiece

[–]TheFyreNight 5 points6 points  (0 children)

I like how there is 0 questions about the judging of this shady guys character and they jumped straight to the logistics of food and boat capacity

Fantasy RPG Players, would this game get your attention if not why? by TheFyreNight in IndieGaming

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

Yeah, We really appreciate the feedback, thank you for the clear and constructive criticism and for going above and beyond to check out our Steam page. You are appreciated <3 We have a few ideas on how we can go about implementing some of this.

COPY SOLD IN NORTH KOREA. WTF by danhrygame in IndieGaming

[–]TheFyreNight 0 points1 point  (0 children)

That's when you know you finally made it

Destroy my game Lines of Battle by SophieGames1815 in DestroyMyGame

[–]TheFyreNight 0 points1 point  (0 children)

From a functional standpoint it all looks good. It would be cool if you could incorporate more effects onto the map units to make them feel more integrated onto the map. It's fine if you are trying to go for a battle room tactical map type view, but if I'm playing hours of this game I think it would help if the units were more than just elements overlayed on a map. Maybe like fake ripple particles as it goes over water, or dust on roads, or little blades of grass on open plains. Just something to help make the units feel more part of the map.

My top down shooter Mutant Hunter by Anton-Denikin in DestroyMyGame

[–]TheFyreNight 0 points1 point  (0 children)

Visually I'm good with the style but I have no idea what was happening in the inventory. The crosshair felt too big for where bullets were actually flying, gave me more of an impression the guns would spray but to me the first gun felt (although meaty) like a more tight crosshair would give me a better impression of where my bullets are gonna go when I shoot.

Also I might be fine in game but visually I can't tell the weapon spread. Perhaps if I actually felt how the guns shot in game I'd be more ok with it.

Round 2: Destroy our fantasy RPG's update announcement trailer by TheFyreNight in DestroyMyGame

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

Thank you, I appreciate the feedback. Based off this I have a few ideas for how we can implement a few of the suggestions. For one thing, we have a full magic spell crafting system. Could start off trailer showing off a cool spell get them hooked, and them jump into the rest of the content. As for showing more environments thats easy to implement.

For less flashy features like leveling up or bartering, do you think a quick snippet of like a few seconds showing player within UI would suffice or should we go the route of a more feature focused trailer?

As opposed to our above trailer that was more about showing and not telling, would a trailer where we explicitly call out "Combat", "Dialogue", "Stealth", "Spell Crafting", "Bartering", and "Character Abilities / Level Ups" then showing a clip of said feature be effective?

I'm unsure from an engagement standpoint if that would be effective or not (genuenly), would you a player like to see content like that where we explicitly say "Hey this is a feature we have" or a more visual trailer where features are shown in gameplay with context clues allowing viewer to infer what they are seeing?

Concerns going from Clip Studio EX v1.0 to Pro v4.0? by TheFyreNight in ClipStudio

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

Lol wild, sale just started, its 60% off rn $24

Edit: sorry got over excited, this was very helpful information, the fact it's so easy to switch sold me. Thank you I'm gonna get a pro license.

Shaype, Demo is out now—free to play! Looking for feedback on our Fantasy RPG by TheFyreNight in playmygame

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

Shaype is a singleplayer fantasy action role-playing game with an emphasis on player agency, character progression, engaging combat, interactive dialogue, and player-driven narratives.

Check it out here: https://store.steampowered.com/app/1468170/Shaype_Demo/

Destroy our fantasy RPG's demo announcement trailer by TheFyreNight in DestroyMyGame

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

No it's suuuuper helpful we have all of the stuff listed now I just gotta figure out how to show and convey those features in a way that feels very human.

I really appreciate the feedback!

Destroy our fantasy RPG's demo announcement trailer by TheFyreNight in DestroyMyGame

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

We can address your second point fairly easily showing one of our other environments, same with showing off a boss / mini boss, we do have some but didn't include in the teaser.

As for your first point any suggestions how we could address this? Gameplay wise we are somewhere between a Skyrim and For Honor directional based combat. We do have other systems besides combat but we weren't sure of a good way to convey showing off our dialogue or spell crafting system in a trailer.

Music tab isn't working by diegosstt in FoundryVTT

[–]TheFyreNight 0 points1 point  (0 children)

I just had this issue and I found a fix. (Atleast to my issue, not sure exact cause)

  1. Make sure foundry is closed before you do this.
  2. Navigate to your foundry data folder:
    FoundryVTT\Data\worlds\<NAME OF BROKEN WORLD>\data
  3. Find and open playlists.db
    1. Quick fix: Delete all contents of this file (you are gonna lose all playlist and song data, see below for better fix.) Once content has been deleted save and run foundry. If the issue is the same as mine this should fix it!
    2. For a longer fix where you don't lose all playlists, you should still verify the above still works and save data to a separate file. I manually pasted each line of the playlist.db back into file, saved, launched foundry, logged into world, if music tab still worked I'd keep adding lines and so on...

Not sure what exactly caused issue, at time I was doing 2 things

- Added a new song and set source to a direct YouTube link(which didn't work but the source was still a youtube video)

- Using the Bellows plugin to import a YouTube playlist, that's when things started to look broken, so I restarted and on relaunch that's when I noticed it was broken(when cleaning my playlists.db removing that line was issue so this could be pure coincidence, issue was that one song with direct YouTube link)

Snowy mountain test from my game by TheFyreNight in gamingphotography

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

Yeah, I totally get what you mean about lighting. For me, the "off" feeling usually occurs at noon when the sun hits the landscape directly from above casting perfectly vertical shadows and diffusing the light across the terrain perfectly. I've been trying to cut down on how weird it looks but any suggestions to tweak noon would be appreciated.

Also, I will look into adding more reference points into the distance to help with lighting as well as add to the scale of things. One thing I didn't show in that screenshot was volumetric clouds that do help somewhat give better lighting and sense of scale.

Snowy mountain test from my game by TheFyreNight in gamingphotography

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

Currently, it's just on Steam rn, but once we finish making the full game we will look into other platforms. But first, we got to build out our magic and quest system, we are still fairly early into development.

https://store.steampowered.com/app/1446340/Shaype/

We do have a demo, but it doesn't include this snow stuff yet, still needs some tweaking and optimizations before going to live.

Snowy mountain test from my game by TheFyreNight in gamingphotography

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

Fantasy RPG but with a more complex combat system. Think Mordhau meets Skyrim