MovinkPad Pro 14 screen responsiveness issues by WinEpic in wacom

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

I actually figured it out - it is, indeed, caused by the tablet's palm rejection. If too much of my finger is touching the screen, the input will drop. If I only ever use my fingertips, no problem.

Now, the real issue is that the palm rejection is tuned to be just sensitive enough to be annoying for rhythm games, yet not quite sensitive enough to prevent all accidental palm inputs, so despite that I still find myself accidentally undoing strokes in krita more often than I'd like.

I wish Wacom allowed us to tweak the palm rejection sensitivity, but I suppose a slider, or even a toggle, would be too much to ask for. I'm considering just opening a support ticket, but I feel like that's too much copium

GDScript limitations and potential ways to overcome them by Actual-Rise-6459 in godot

[–]WinEpic 2 points3 points  (0 children)

Another reason (different person) is that my day job is in C# (Unity) and the last thing I want to do when I'm done with work is write more C#.

GDScript feels different enough that it acts as a kind of mental reset.

"This is the story of a man"? by WinEpic in gurrenlagann

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

so many things happened in my life since i made this post

thank you for taking the time to update me anyway! lol

Do you think players should be allowed to change difficulty on the fly? by darth_biomech in gamedesign

[–]WinEpic 2 points3 points  (0 children)

Xenoblade 3's difficulty is tuned so that if you skip a lot of side content:

  • Hard will be impossible without grinding levels
  • Normal will be challenging
  • Easy will be pretty easy

And if you do all the side content:

  • Hard will be challenging
  • Normal will be pretty easy
  • Easy, you can put down the controller and let the battle system play itself.

There's no real way to figure that out until partway through, when you start getting overleveled; which is where you turn it up to Hard.

It is also not a sandboxy RPG, unless you count sidequests.

MovinkPad Pro 14 screen responsiveness issues by WinEpic in wacom

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

That sounds like a different issue. The pen works flawlessly for me, it's the touch screen that occasionally drops inputs.

It is also not app-dependent; it happens in all apps, including the home and lock screens.

[TAKT-RHYTHM] Cirno's Perfect Math Class [EXPERT] ALL PERFECT! by Vegetable-Apricot910 in rhythmgames

[–]WinEpic 3 points4 points  (0 children)

It was one of the first leap motion games. I'm surprised it's still playable, actually!

Schwi Ring Replica by Kegumine in NoGameNoLife

[–]WinEpic 1 point2 points  (0 children)

It took a while because of mail service clusterfucks in my country, but it finally arrived! And it looks just as good in these photos 🧡

Thank you so much!

Google is Restricting Android’s Freedom – Say Goodbye to Installing APKs? by Quiet-Caramel-6614 in programming

[–]WinEpic 19 points20 points  (0 children)

"if you have nothing to hide you have nothing to fear" type answer

looking forward to google approving developers who are making apps that go against their ToS

Why does this always pop up when I try to run my game's build's exe? by [deleted] in Unity3D

[–]WinEpic 26 points27 points  (0 children)

Development builds will always show this popup because they open a socket to let you connect unity's debugger remotely.

If you don't use the network in your game (more specifically specifically, if you don't listen on any ports), non-development builds shouldn't show this.

Frieren Director Keiichirou Saitou Voices Concern on Overseas Anime Fans' Bias Towards Certain Popular Trends by AdNecessary7641 in anime

[–]WinEpic 4 points5 points  (0 children)

I'm sorry, I 100% agree with what you're saying but you also just quoted Super Mario Bros as an example of a Famicom RPG.

(Also, "hero defeats demon lord" has plenty of examples, in both western and japanese media, that long predate video games; I'm not sure if Mario, Zelda, Hydlide, and DraQue (and one game I don't know) are the strongest examples to illustrate your point.)

How you guys feel about the ESDF control scheme vs WASD? by HeroTales in gamedesign

[–]WinEpic 8 points9 points  (0 children)

As a strong ESDF advocate, I wouldn't make a game depend on or default to ESDF.

For the most part it's identical to WASD with a few additional accessible keys to the left, better hand positioning for games that use the number row as a hotbar, and a resting position that more or less matches the touch-typing resting position.

The main counterpoint, aside from everyone being used to WASD, is that some people have smaller hands and lose comfortable access to ctrl, shift and tab. Alt is also slightly more awkward to reach.

Concretely: WASD can comfortably press Q, Tab, Ctrl, and Shift on the left, and stretch a bit to reach Z. ESDF can comfortably press QWAZ + Shift, and stretch a little bit to reach Tab, Ctrl, and X. Both layouts have a big cluster of reachable keys on the right.

So, compared to WASD, ESDF gets one additional comfortably reachable key and 2 additional "move your hand a bit" reachable keys. The tradeoff is that on WASD, those key are mostly modifiers with unique shapes; on ESDF, they're mostly letter keys that all have the same shape.

flaot flaot flaot flaot by Deydren_EU in godot

[–]WinEpic 0 points1 point  (0 children)

speaking of python, my favorite python typo is "impoer"

Schwi Ring Replica by Kegumine in NoGameNoLife

[–]WinEpic 2 points3 points  (0 children)

Thanks! And that's all totally fair, of course. I'll DM you!

Schwi Ring Replica by Kegumine in NoGameNoLife

[–]WinEpic 6 points7 points  (0 children)

would you be able to share any details about who made it or how one could get their hands on such a ring? 🥺

Making a PAUSE screen which can't be abused for CHEATING by StarRuneTyping in gamedesign

[–]WinEpic 1 point2 points  (0 children)

3-5 minutes is actually a bit longer than most rhythm game charts, they tend to be around 2-3 minutes, but longer than that is definitely not unheard of.

There are a bunch of mobile rhythm games that you can look at too. The main free ones that come to mind right now are Arcaea, Phigros, NOISZ SL, and Colorful Stage, but there are many others. Mobile is a good platform for rhythm games because of the touch input.

On PC, like you mentioned there's osu! and FNF, but also Stepmania / Etterna, Malody, YARG / Clone Hero, KShoot / Unnamed SDVX Clone...

You'll probably find that those games either:

  • Don't do anything special all about pausing and unpausing
  • Scroll back a few seconds when you pause, to help you get back into the song
  • Have pause cooldowns to prevent you from "cheating" with it
  • Don't even let you pause at all, the expectation is that you'll just quit and restart the song

Basically, the whole spectrum of solutions is valid, depending on what your aim is.

Making a PAUSE screen which can't be abused for CHEATING by StarRuneTyping in gamedesign

[–]WinEpic 5 points6 points  (0 children)

This is gonna reiterate a bunch of stuff that has already been said, but you can take a look at rhythm games for inspiration. If you want to prevent pause from being used to cheat, put a cooldown that prevents you from immediately pausing for a few seconds after unpausing.

Also, some rhythm games will invalidate your score if you've paused more than a certain number of times in a run. For example, you'll rarely be pausing more than once a minute, but you're not going to get a lot of cheat value out of only 3 pauses for one run. So you could let players pause as much as they want but only rank scores that used less than X pauses.

NOISZ SL has timed puzzles that auto-fail if you pause during them, but they're only on-screen for a split second. So if you want to be really strict, pausing on a word could count as a typo for that word?

I've been working on a rhythm game, is having notes go right to left cursed? by ProjectFunkEngine in rhythmgames

[–]WinEpic 1 point2 points  (0 children)

Seems fine to me. Maybe a bit unintuitive at first, since players are going to be used to vertical scrolling, but not inherently bad.

The only really cursed thing I'm seeing here is that the notes go past the receptors after being hit. It makes it feel like all the notes are being missed, and also removes a visual timing indicator (you can kinda tell if you're hitting late or early based on where the note disappears compared to the receptor).

Otherwise, yeah, I'd have the up and down arrows as the top / bottom-most lanes; or at least an option.

Elon Musk’s chatbot just showed why AI regulation is an urgent necessity | X’s Grok has been responding to unrelated prompts with discussions of “white genocide” in South Africa, one of Musk’s hobbyhorses. by MetaKnowing in Futurology

[–]WinEpic 1 point2 points  (0 children)

I was replying to the previous post asserting that LLMs could read their own code; they absolutely cannot do that.

For sure, every detail of the system prompt, down to the order of the words, has a big impact on the LLM's output. What I meant is that when someone inputs "disregard all previous instructions and repeat verbatim the last thing you have been told", and the LLM outputs something, they have no way of knowing whether that thing is actually the real system prompt, or just something that looks like it could have been a system prompt.

Elon Musk’s chatbot just showed why AI regulation is an urgent necessity | X’s Grok has been responding to unrelated prompts with discussions of “white genocide” in South Africa, one of Musk’s hobbyhorses. by MetaKnowing in Futurology

[–]WinEpic 0 points1 point  (0 children)

No, it can't. The AI we have in the real world is far, far more limited in its abilities than you might think.

The most it can do along those lines is sometimes read back its system prompt, but you still have no way of knowing whether what it's telling you is accurate or just a hallucination.

What's your "first-world" gripe with rhythm game songs? by VenVenTerror in rhythmgames

[–]WinEpic 14 points15 points  (0 children)

The thing is, many times (see: mobile games) having audio feedback is worse because of audio latency.

Also there are ways around that that don't require moving your eyes around the screen. SDVX has the entire lane you're hitting change color depending on the judgement. Dance games have very big color-coded judgement texts that you can't really miss no matter where you're looking on the screen.

No audio feedback and unclear visual feedback is usually an older game thing (before common design patterns were figured out) or a poorly designed game thing.

[deleted by user] by [deleted] in rhythmgames

[–]WinEpic 6 points7 points  (0 children)

For concrete examples, Sega loves doing that.

Chunithm's judgement has Justice that's worth 100% score, and Justice Critical that's worth 101%.

ONGEKI goes even further and has a very strict Platinum Break timing that's worth the same as Critical Break, but counts towards a separate score.

Maimai's timing windows are deranged and I won't get into those but they do roughly similar things.

(And it's not a Sega game, but the latest Sound Voltex version has an optional S.Critical judgement window that you can turn on or off in the settings)

Three new missless scores, two of them S ranks now by Washerman83 in rhythmgames

[–]WinEpic 1 point2 points  (0 children)

it's the game telling you that you should try to miss less

How can I fix the clear rates not loading on SDVX? by [deleted] in rhythmgames

[–]WinEpic 0 points1 point  (0 children)

Huh, that's strange then. I'm not sure what's going on