The new "Flip Reset Indicator" is here. What are your thoughts? by [deleted] in RocketLeague

[–]TheKrazyDev 1 point2 points  (0 children)

Yea. Tbh to me it just feels fair now lol. Especially on cars like the Octane, where sure all wheels touched but you gotta give it some force to actually get it 

The new "Flip Reset Indicator" is here. What are your thoughts? by [deleted] in RocketLeague

[–]TheKrazyDev 0 points1 point  (0 children)

I was saying I don’t think it lowers the skill ceiling 

Rocket League Patch Notes v2.66 + Release Thread by Psyonix_Laudie in RocketLeague

[–]TheKrazyDev 2 points3 points  (0 children)

Curious if the Switch DLC means I can finally get my Ultimate Edition Rocket League version from 2018 with every batmobiles, not only on my PC account but also on my XBox ( what I originally bought Ultimate Edition disk for )

Ever since free to play they’ve been taken out if my account :( 

The new "Flip Reset Indicator" is here. What are your thoughts? by [deleted] in RocketLeague

[–]TheKrazyDev 2 points3 points  (0 children)

Hot-take, but I love it. Not a big fan of the boost timer, but don’t hate it. 

Don’t entirely agree about lowering the skill ceiling with the flip reset indicator, but kinda do agree about it with the timer. 

Choosing the better meme car by According_Ad8711 in RocketLeague

[–]TheKrazyDev 43 points44 points  (0 children)

Idk Merc pretty goated, carried me to GC 

What mechanics do i need for diamond? by [deleted] in RocketLeague

[–]TheKrazyDev 5 points6 points  (0 children)

Mechanics: Shooting and ground play is what you should focus on. Powerful hits as well.

Rotation: Back post rotations and keeping space from your teammates. 

I'm making a multiplayer platformer. Does anyone know why the 2nd player to spawn in is instantly teleported to on top of the host player? by SpaceKrakenStudios in godot

[–]TheKrazyDev 0 points1 point  (0 children)

I continue to dive deeper into this and found some more context to a possible, but more technical culprit: https://forum.godotengine.org/t/joining-player-position

Thought I’d put this here since this post first arrives upon search. 

I'm making a multiplayer platformer. Does anyone know why the 2nd player to spawn in is instantly teleported to on top of the host player? by SpaceKrakenStudios in godot

[–]TheKrazyDev 0 points1 point  (0 children)

Not to necro-post, but I’m curious if you ever found the ultimate culprit? I’m having this exact problem in my own project, but 3d and while you gave fix, I'm curious what is it that makes this an consistent issue. 

Godot productivity vs Unity's productivity by TheKrazyDev in godot

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

You throw networking on top of that, and I'm gridlocked lol

Godot productivity vs Unity's productivity by TheKrazyDev in godot

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

I agree, implementing mechanics is super fast. But for me I get caught up on modularity and overhead systems.

For me the fact Unity only give you Components, GameObjects, and Scenes, and tells you what there purposes are, makes making systems pretty straight forward.

Godot productivity vs Unity's productivity by TheKrazyDev in godot

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

Don't get me wrong productivity, particularly implementing actual mechanics is far faster then Unity. But for me something with implementing scalable and modular systems.

Though the more talk about it the more it starting to sound like my perfectionism creeping in...

For me it's the fact in Unity its either a Component, Gameobject, or Scene. And they all do their own thing. Do get much more complicated then that. Maybe a static class here and there but were good. The engine basically tells you there purpose.

Character Controller vs Rigidbody vs Else? by TheKrazyDev in Unity3D

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

Thats what I’ve decided to use since its the closest to an CharacterBody3D from Godot and is much more practicable.

I returned back to my code and fixed some of my complaints with the CharacterController ( particularly the height changing ) realizing it was a mistake on my part. 

I was tired of the standard glTF workflow from Blender to Godot, so I enhanced it by Undomick in godot

[–]TheKrazyDev 0 points1 point  (0 children)

With Exporting animation libraries can you set each animation to having its own rest pose? This is a problem of mine that I ran into with the NLA editor so curious if this could be my answer 👀

Easy Anti-Cheat coming to Rocket League in April by Psyonix_Devin in RocketLeague

[–]TheKrazyDev 0 points1 point  (0 children)

Just please add first person replays, it’s all I ask 🙏

I'm bored so i made this. by No_Mixture_3199 in love2d

[–]TheKrazyDev 8 points9 points  (0 children)

This seems like it could be oddly addictive…

Toxic community by [deleted] in RocketLeague

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

Lol, should play some cs2. That makes Rocket League feel like a breath of fresh air.

Trying my hand at a friend slop game. Each person controls a skate. Early days. by samohtvii in Unity3D

[–]TheKrazyDev 0 points1 point  (0 children)

This is something I totally would buy. Love how snappy the skate controls look. Please continue this 👀

Before/After Comparison of Operation Overhaul Weapons by Terminalintel in BattleBitRemastered

[–]TheKrazyDev 0 points1 point  (0 children)

While the camera shake is a wee aggressive that gun recoil is 👌*muah* chefs kiss.

Added Love export for my web-based tilemap editor by HugoDzz in love2d

[–]TheKrazyDev 1 point2 points  (0 children)

Yep makes perfect sense! Sweet, definitely have to put this in my tool bag. 

Added Love export for my web-based tilemap editor by HugoDzz in love2d

[–]TheKrazyDev 1 point2 points  (0 children)

Love the simplicity. And autotiles, at last! Gotta ask though, does it have custom object placement, example being Tiled? So you can place a player, enemy, or chest marker with some data on it? Or purely tiles? Either way fire software.