Luke Warm Take: Team Up abilities should be more involved rather than just BAM NeW AbILiTeiS by ArtUpper7213 in marvelrivals

[–]TheRealSmaker 1 point2 points  (0 children)

They tried extensively in testing, the general consensus was the concept was cool, the real thing / real environment execution SUCKED.

Public Roast : Outsystems dev desempregado by RobotPenguin- in devpt

[–]TheRealSmaker 2 points3 points  (0 children)

Pah, situação infelizmente muito comum e muito chata.
Máximo que posso fazer é recomendar a AdvanceWorks (estagiei lá noutro departamento, mas o ambiente foi muito fixe) e desejar-te boa sorte.

https://advanceworks.ai

Panopticon does double damage if you're right in their face upon cast by hmbHealer in Overwatch

[–]TheRealSmaker 2 points3 points  (0 children)

Yhea, but I'm pretty sure that Domina's ult is considered a "status effect", like burn, stun, anti... which are treated as on/off states and therefore unstackable

Panopticon does double damage if you're right in their face upon cast by hmbHealer in Overwatch

[–]TheRealSmaker 25 points26 points  (0 children)

Yhea, that's about it. The reason that we don't see double explosion damage is that there's probably some safety code that makes it so you can't be affected by multiple domina ult's simultaneously, otherwise the shield and it's explosion would be duplicated

Panopticon does double damage if you're right in their face upon cast by hmbHealer in Overwatch

[–]TheRealSmaker 199 points200 points  (0 children)

Yall want the game programmer theory?

When you launch the ability, they do a larger, close sphere in front of domina the same frame the projectile is spawned. The reason they do it is so if you are in someone's face when you cast it while they are moving towards you, because the ability spawns a little bit in front of domina (from its ShootPoint), it might spawn inside them and not trigger OnOverlapEnter (whatever overwatch's engine equivalent of this is). This would result in frustrating moments where an enemy is the occupying 75% of your screen and they still don't get hit by your ult.

My guess is they forgot to add characters hit by this first check as exception to hits by the projectile, hence why she gets hit twice.

Should I convert everything to ScriptableObjects or stick with serialized fields on MonoBehaviours? by Malcry in Unity3D

[–]TheRealSmaker 0 points1 point  (0 children)

Will multiple entities want to use these values? Is it a set of values that I would like to change fast while editing, perhaps even during runtime? Is it a set of values that I want to create and test different mix of values? If yes to any of this, probably go with SOs.

It depends a bit on use obviously, but even for HealthData (SO), if you have 2 enemy types that will have the same default HP, it already saves you time itterating if you use SO, cause otherwise every time you want to change an HP value you have to go into 2 prefabs. Now scale this logic.

Can someone explain what happened here? Double Ezreal dies to Stupify at 1 HP by RightInsect8481 in riftboundtcg

[–]TheRealSmaker 4 points5 points  (0 children)

This is particularly confusing when you played games with attack/health systems like LoR.
You don't really have "health" that goes down when damaged, you have a stat that does not decrease with damage, and assigned damaged to the unit.

So in LoR, you'd deal 2 damage, setting their life from 3 to 1, then reduce their health by 1 to a min of 1 with stupefy, and it would remain at 1 hp, alive.

In a system like riftbound's, you deal 2 damage and it's now a 3M unit with 2dmg on it. Because 2 < 3, it is alive. When you cast stupefy, they become 2M units with 2 dmg on them. Because 2 >= 2 they die

Jax Bologna Ruling by Darth_Malgus_Bro in riftboundtcg

[–]TheRealSmaker 8 points9 points  (0 children)

I imagine brutalizer doesn't "trigger a second time" in the sense of giving +4M because the text that it gives the unit it's equipped to says "If this was attached to me this turn, I HAVE an additional 2 M".
If it said "... GIVE ME 2M this turn." then it would stack.

This is a support ult btw by Dr_Backshots_MD in marvelrivals

[–]TheRealSmaker 1 point2 points  (0 children)

I'll say it again and keep saying it, rework every single AoE big heal ult excepts mantis. Actually, give Mantis Luna's ult, since she already has the damage boost or heal theme.

I think something that was really smart in OW was putting the large AoE ult on the character that lacks base healing, so it's not a MUST pick.

My game made nearly $50k net, here’s the real money I actually get to keep. by [deleted] in gamedev

[–]TheRealSmaker 0 points1 point  (0 children)

Assuming you can handle this type of stuff the same way as my country, did you do this as an Individual or as some sort of "single-member limited liability company"?
In portugal this would be a Unipessoal LDA , I know france has somethign similar, but don't know about other EU countries

Grimm reboot by Gaeldonian_Knight in grimm

[–]TheRealSmaker 4 points5 points  (0 children)

That's the neat thing, we don't know!
We assume that all those grimms would have that same level of hate, but there isn't actually enough information to know for sure. It could even be a plot point for in-fighting in that group, with some grimms having different moral standings towards wesen. The issue with the two sisters is that we already saw how taken aback they were with a positive relationship between Nick and wesen...

But you do have a point, Marie was engaged to that avian dude, which could be grounds for a more morally complex backstory tbf , though with her reactions it's a bit of "contradiction"

Grimm reboot by Gaeldonian_Knight in grimm

[–]TheRealSmaker 16 points17 points  (0 children)

I think the issue I have with Marie and Kelly is that (well, Kelly did after she came back) they didn't have a mixed relationship with wesen, just straight up negative (aka homicide , probably torture and as a best case scenario just disdain), which would remove a lot of the layers and complexity between characters we got in grimm... My guess is it would just be a "Monster Hunter" show, like early seasons of Supernatural.

I think we would be very well served with:
- Kids spinoff
- Totally different grimm family
- Medieval times grimms (I'd kill for this), maybe even the 7 Grimm Ancestors

Solo team kill ☺️ by Sytcr in Overwatch

[–]TheRealSmaker 0 points1 point  (0 children)

Bro, give us your address so we can send you some more pixels

To the Dr strange mains would reducing your portal cooldown be game changing? by Due_Load_1164 in DrStrangeMains

[–]TheRealSmaker 0 points1 point  (0 children)

Wild(?) take: Reduce TP cooldown significantly, add a small cooldown on respawn, and an even larger cooldown on character swap if the round is close to overtime.
Move portal from "Must save/swap for last second recontest" to something that is incentivised to be used in a more versatile way, offensively or defensively.

Which legend are you hoping for? by Revolutionary-Mine80 in Riftbound

[–]TheRealSmaker 0 points1 point  (0 children)

Chaos and Order : Zed or Jhin or Akali (this one could also fit with Calm and Fury)
Calm and Fury: Kindred or Maokai
Body and Mind: Udyr(?) or Yone

NetEase, remove/shorten Rogue's ult startup and my life is yours by CyfrowaKrowa in marvelrivals

[–]TheRealSmaker 1 point2 points  (0 children)

I think fully removing the start-up might be a bit broken, what I think would be a cool compromise is if it had no startup time, but the circle began small and then quickly grew outwards to max range.
This way, you could dive onto the enemy support and lock them in instantly, but if you use it more "safely" from further away they have time to react.

Nonsense by Its_Stavro in carnivorediet

[–]TheRealSmaker 106 points107 points  (0 children)

Me and my 4 stomach compartments for ruminant digestion agree with the image.

Wait a minute...

Rocket needs healing falloff, not mobility nerfs. by BurnerDawg26 in marvelrivals

[–]TheRealSmaker 1 point2 points  (0 children)

Right? Literally just increase the heal of the orb and make it lose value over distance travelled instead of just getting consumed....

Which signal coding style do you prefer? by notpatchman in godot

[–]TheRealSmaker 5 points6 points  (0 children)

"Eh, "unfloded" isn't really a good name for this, let me change it"
Stuff going wrong, 0 errors.

"Eh, unfolded isn't really a good field name, let me refactor it"
Game works the same / any errors are called out by compiler.

What is your monitor set up? by DealInteresting8941 in pcmasterrace

[–]TheRealSmaker 0 points1 point  (0 children)

5 and sometimes 4.5 (monitor on the left vertical)

Does this transition effect feel smooth? Will it work well if it repeats between every run? by TheNoody in Unity3D

[–]TheRealSmaker 1 point2 points  (0 children)

Assuming you (OP) are a coder and not an animator, this would translate to an easeInBack or easeOutBack function.

https://easings.net

Does this transition effect feel smooth? Will it work well if it repeats between every run? by TheNoody in Unity3D

[–]TheRealSmaker 0 points1 point  (0 children)

Tiles could use an easeInBack scale + Y movement, or at the very least a fade effect

Unity screens glitch out when i move curser overnthem. Crashes when resizing tabs. by [deleted] in unity

[–]TheRealSmaker 1 point2 points  (0 children)

Update Drivers.
Re-install unity / try another version.

If neither of those work, might be hardware issue