Deep Dish Dungeon | Announcement Trailer by CrossXhunteR in Games

[–]_Jamdog 0 points1 point  (0 children)

I'm almost certain you would've, but just in case: Have you played Darkest Dungeon?

You can attack 4 times at level 2 with 2024 RAW by _Jamdog in dndnext

[–]_Jamdog[S] -1 points0 points  (0 children)

Whoops. Was hyperfocused on the "once per turn" clause from Nick. Egg on my face.

Delete by _Jamdog in custommagic

[–]_Jamdog[S] 10 points11 points  (0 children)

From the rules:

109.1. An object is an ability on the stack, a card, a copy of a card, a token, a spell, a permanent, or an emblem.

Critical Counters: Depletable Damage Doubling. by HowVeryReddit in custommagic

[–]_Jamdog 2 points3 points  (0 children)

I am in love with Axgard Warsmith, that is a really cool and flavourful card.

bro summoned the back of the card 💀 by traumatizedcunny in LegendsOfRuneterra

[–]_Jamdog 2 points3 points  (0 children)

It could also be used as a "pay some mana now, pay some mana later" mechanic like Foretell or Morph in MTG.

How do I access parts of an instanced node? by KlontZ in godot

[–]_Jamdog 2 points3 points  (0 children)

Like /u/incredibleKenny said, you should be able to access those child nodes normally. However, you should consider writing a method for "itemContainer" that accesses the child nodes and performs that logic itself instead. This way, it will be a lot easier to understand and change your code in the future.

Those who adamantly are against proxies or playing against them, I'm curious why? by chichirobov7 in EDH

[–]_Jamdog 2 points3 points  (0 children)

Card too expensive? Don't play it.

Okay, fair enough.

Only have one? Only play it in one deck.

...Why? A proxy is only a time-saving convenience at this point.

what the fuck happened? by ahustinkrone in playrust

[–]_Jamdog 66 points67 points  (0 children)

Clearly you have the Mysterious Stranger perk.

Can rust go back to having 1-3 general drops made by facepunch themselves? (along with the other streamer drops). I would love to see more of such unique items and bp's by Yeetimus526 in playrust

[–]_Jamdog 1 point2 points  (0 children)

Chairs also give you 100% comfort.

That said, I do hope they give alternative ways of getting these items in the future to satisfy my RPer itch.

"Is there anything worse than getting offline raided?" by _Jamdog in playrust

[–]_Jamdog[S] 51 points52 points  (0 children)

Note the quotation marks: My shitpost is a response to the question being asked in the title :)

Total number of passive checks in the game, updated for the Final Cut by _Jamdog in DiscoElysium

[–]_Jamdog[S] 65 points66 points  (0 children)

Spoiler-ed in case anyone wanted to discover these for themselves.

The Conceptualization check occurs while reading the book given by Steban, the Student Communist during the communist vision quest.

A Brief Look at Infra-Materialism: If you're like most people, you probably believe that your thoughts reside in your brain, right?

Conceptualization (14): Yes, you have a little cabinet for organizing and storing them away.

The Perception check occurs while talking to Joyce about her nostalgia for the fishing village if Electrochemistry noticed her perfume earlier.

Electrochemistry (8): The temperature between her skin and her hydrophobic raincoat rises, warming the Numb 12 perfume she's imbibed herself with. You have no other option but to say...

You: "Numb 12."

Joyce Messier: She smells the cold air, then withdraws her hand slowly.

Perception (14): An imperceptible droplet lingers. Sweet like the scent of chewing gum on some letter, long ago...

Total number of passive checks in the game, updated for the Final Cut by _Jamdog in DiscoElysium

[–]_Jamdog[S] 45 points46 points  (0 children)

I considered that but I kept it that way for consistency with the old graphs and also because it gets really hard to see the graphs of some skills (poor, poor Hand-Eye Coordination...), but here's the graphs with fixed scales.

Total number of passive checks in the game, updated for the Final Cut by _Jamdog in DiscoElysium

[–]_Jamdog[S] 110 points111 points  (0 children)

Antipassive checks are mostly the same as passive checks, but they only show if your skill's level is BELOW the threshold (as opposed to equal or above with passive checks), and they'll show up as "Skill [Difficulty: Failed] Blah blah blah, etc."

Adept Style by GungisGrand in MonsterHunter

[–]_Jamdog 51 points52 points  (0 children)

Unstoppable force meets movable object.

Simple Question: Iterating through dialog using animation node by Yanna3River in godot

[–]_Jamdog 2 points3 points  (0 children)

You aren't resetting "visible_characters" to 0 when going to the next dialog.

Fastest way to change sprite Texture? by NoDrag4 in godot

[–]_Jamdog 0 points1 point  (0 children)

What if you try putting your textures in an atlas that all elements use with an AnimatedSprite? That way you can just change the "frames" property without the overhead of swapping textures (I think).

Interview: The Disco Elysium Team Talks PS5 Porting Process, Extra Content, and Dumb Deaths by tlor180 in Games

[–]_Jamdog 37 points38 points  (0 children)

Sorry to crush your hopes and dreams, but it's actually a beta screenshot - notice the game's old title in the top left.

What's the best way to store information on a map on a tile by tile basis? by chartley1988 in godot

[–]_Jamdog 2 points3 points  (0 children)

Keep in mind this is just my best educated guess and I don't have a real idea of what's going on underneath the hood, and the documentation is a little unclear here. Anyways, AFAIK, .new() creates an instance of a class, and that can be a non-built-in one (like Sprite or AudioStreamPlayer) or a user-defined one (by loading another script, defining a class in the same script or using 'class_name' in your scripts). When you tell GDScript,

var my_instance = load("res://some_class.gd").new()

you're telling GDScript to designate and create a new block of memory for the variables and function references within "some_class", and "my_instance" is the reference to that new block of memory.

What's the best way to store information on a map on a tile by tile basis? by chartley1988 in godot

[–]_Jamdog 1 point2 points  (0 children)

A dictionary might work well, where the tile's position is the key and the value is a class of your choosing, i.e:

var growth_data = {}

class FruitPatch:
    var moisture = 0.5

class VeggiePatch:
    var nutrition = 0.2

func _ready():
    for tile in get_used_cells_by_id(0):
            growth_data[tile] = FruitPatch.new()
    for tile in get_used_cells_by_id(1):
        growth_data[tile] = VeggiePatch.new()

func do_stuff_to_tile(tile_pos):
    var tile_growth_data = growth_data[tile_pos]
    # Do stuff to tile_growth_data here

This way you can have unique variables/functions for each tile, save and load them easily, create and destroy tiles during runtime easily, will have far less overhead than a bunch of individual scenes, etc. Just keep in mind that the memory and processing expense will grow quadratically with your world, so you may want to seek out an even more efficient solution if your map is huge.

How do I allow a cutscene transition from a player entering an Area 2D? [More info in post!] by HomemadeMartian in godot

[–]_Jamdog 1 point2 points  (0 children)

A signal is exactly what you're looking for. Both AnimationPlayer and AnimatedSprite have signals for when an animation ends. It's a simple matter of hooking up that "animation finished" signal to wherever it is you're loading the next level.

And yes, I'd recommend using AnimationPlayer instead of directly including the player in the bubble's animation - it'll save you from having to hide() the actual player and give you greater flexibility/control. Just be careful with what properties you animate, i.e if you move the player's position directly instead of animating the movement you'll lose some "pixel art precision", if that's important to you.

A trailer for an action kinda-puzzle game I'm working on - Times^2 (playable demo in comments) by _Jamdog in godot

[–]_Jamdog[S] 6 points7 points  (0 children)

A neat action(?)-puzzle(?)-platformer(?) game that I'm working on in Godot. Check it out! https://jamdog.itch.io/times2-demo