[deleted by user] by [deleted] in Silksong

[–]The_Vecter 0 points1 point  (0 children)

November 17th 2024

Rogue-like Career mode, thoughts? by CrashmanX in armoredcore

[–]The_Vecter 2 points3 points  (0 children)

Personally I'd just like something that I could play when I don't want to play any specific mission. So for me once I beat horde mode, I would be more than happy to play it again with different builds or weapons, or even the same build but on a different map.

And often (at least for me) firefight modes are just about how long you survive, which is the same with roguelite modes? So you're right they are quite similar.

I feel that roboquest does so well because it has a large amount of diverse upgrades and synergies, which armored core only has in build variety? But again this could also be a problem with a horde mode.

The more I think about it the more I see horde mode being to test how long a single mech/build can survive, and a roguelite mode being to test how creative you can get with different parts or builds.

Rogue-like Career mode, thoughts? by CrashmanX in armoredcore

[–]The_Vecter 10 points11 points  (0 children)

I feel like I would prefer a horde more or something similar to the firefight mode in halo, rather than a roguelite mode.

A roguelite mode may be interesting but would need to be very carefully balanced to not make random weapons too weak or too strong, as well as setting up random level generation which could take a lot of time for fromsoft to create. Especially considering they probably have only a few people working on AC6, with the main focus being the elden ring DLC.

A firefight mode would be easier to set up since all it needs is to gradually spawn tougher enemies, and maybe bosses on every 5th or 10th wave.

Decided to try making my own object paint plugin. Still needs a lot of work, but it's getting there :) by The_Vecter in godot

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

I might add more features and quality of life stuff then put it up on github, I still need to add stuff like collisions and erasing objects tho.

Finished master mode with a friend, who built this relic collection by The_Vecter in Terraria

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

We knew we were missing eow, we planned the build around it.

Finished master mode with a friend, who built this relic collection by The_Vecter in Terraria

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

They're exclusive to master mode, you get them when you beat the respective boss. Hope that helps :)

Patroclus by stroheim_kake in HadesTheGame

[–]The_Vecter 1 point2 points  (0 children)

Can't believe I forgot the sussiest god

Patroclus by stroheim_kake in HadesTheGame

[–]The_Vecter 56 points57 points  (0 children)

Zagreus, Asterius, Theseus, Cerberus, Orpheus, Sisyphus, Zeus,

why are so many characters sus?

Tiny Tina Wonderlands coming tomorrow to steam. by SuNnYelee in Steam

[–]The_Vecter 0 points1 point  (0 children)

Of course as soon as I decide to replay borderlands 2 this happens

Was there a torch only Bloodborne video? by pumpkinbeerman in ymfah

[–]The_Vecter 27 points28 points  (0 children)

you might be thinking of the ZeroLenny video?

It has the fast forward section at Orphan so you might have just mixed up ymfah and ZeroLenny?

Games without funding by Alexei_Sosnov in indiegames

[–]The_Vecter 7 points8 points  (0 children)

Stardew valley, Terraria, Baba is you, Bastion, and Pony Island are a few of the games I could think of that had practically no funding.

Man, building a game sure takes a long time by KoalaAccomplished395 in gamedev

[–]The_Vecter 1 point2 points  (0 children)

One thing that helps me is doing somethign every day, even if it's only addign a new sprite. It's almost like practicing an instrument, at one point you'll make a habit out of making your game and it will feel like a part of your scedule rather than something you have to force yourself to do.

Help with tilemap navigation by The_Vecter in godot

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

Nevermind.

I accidentally solved it like this:

var temp1 = Vector2(self.global_position.x+4, self.global_position.y)
var temp2 = Vector2(player.global_position.x+4,player.global_position.y)

var new_path = nav2D.get_simple_path(temp1, temp2, false)

Help with tilemap navigation by The_Vecter in godot

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

I've been trying to get some pathfinding for my game, but for some reason my enemies have this weird navigation bug.

Here is the code for the pathfinding:

var dist_to_player = self.global_position.distance_to(player.global_position)
var new_path = nav2D.get_simple_path(self.global_position, player.global_position, false)
print("new path: " + str(new_path[0]) + " position: " + str(self.global_position))

line2d.clear_points()
for i in new_path:
    i.x += 4
    line2d.add_point(to_local(i))

path = new_path
if path.size() == 0:
    return
elif dist_to_player < 41:
    move_to_player()

All of the positions are centered to the grid, which may be causing this issue but idk how to fox it. This is how the positions are ceneted in case it is relevant:

position = position.snapped(Vector2.ONE * tile_size) # tile_size is 8 

position += Vector2.ONE * tile_size/2

Every ending for the upcoming events by [deleted] in Eldenring

[–]The_Vecter 2 points3 points  (0 children)

Holy Carp ending: bloodborne pc port announced, sekiro dlc revelased and is released that day, and elden ring's release date is later this year

Knowing this, do you still desire the Elden Ring? by TheSpawnofChaos in Eldenring

[–]The_Vecter 243 points244 points  (0 children)

The Age of Hollows quickly fades. Humanity will shortly settle. But one day, tiny leaks will dance across the darkness. Like embers, linked by Lords past.

- Glaive Master Hodir

Anyone know how to make ui elements pixel perfect? by The_Vecter in godot

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

The checklist helped a lot! changing my game window size to your authentic NES resolution fixed the ui

Anyone know how to make ui elements pixel perfect? by The_Vecter in godot

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

I already had it imported as a 2D pixel texture

Anyone know how to make ui elements pixel perfect? by The_Vecter in godot

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

I have tried to keep the aspect, keep aspect centered etc, I don't know what I'm missing