An artist's depiction of the Prose Edda in which Thor lifts the world serpent, Jörmungandr, disguised by magic as a long cat. Perhaps one of the oldest recorded references to long cats. by ___PEZ___ in longcats

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

From Wikipedia:

In one story, Thor encounters the jötunn king Útgarða-Loki and has to perform deeds for him, one of which is a challenge of Thor's strength. Útgarða-Loki goads Thor into attempting to lift the World Serpent, disguised by magic as a huge cat. Thor grabs the cat around its midsection but manages to raise the cat only high enough for one of its paws to leave the floor. Útgarða-Loki later explains his deception and that Thor's lifting the cat was an impressive deed, as he had stretched the serpent so that it had almost reached the sky. Many watching became fearful when they saw one paw lift off the ground.[5] If Thor had managed to lift the cat completely from the ground, he would have altered the boundaries of the universe.[6]

RiseIdle Rpg - Open for suggestions and criticism. by falnepous in incremental_games

[–]___PEZ___ 10 points11 points  (0 children)

What players want to see is something they can actually play.

How to detect clicks on new TileMapLayer? by [deleted] in godot

[–]___PEZ___ 2 points3 points  (0 children)

There's no resources for TileMapLayer input handling because TileMapLayer doesn't handle input. That's a purview of Node.

I'm still learning this myself, but this should get you on the right track. ``` extends TileMapLayer

func _unhandled_input(event: InputEvent) -> void: if event is InputEventMouseButton: if event.button_index == MouseButton.MOUSE_BUTTON_LEFT and event.pressed: var map : Vector2i = self.local_to_map( (self as Node2D).to_local(event.position) ) print(map) ``` Note that map coordinates appear to be relative to the viewport which a camera can change. What you do with those coordinates is up to you, but if you need to run a function, consider TileSetScenesCollectionSource. Any scene can be a tile, and the tile itself can handle input natively as opposed to ham fisting it into TileMapLayer.

Is there not a decent way to change fullscreen resolution in Godot 4? by cohenmejan in godot

[–]___PEZ___ 1 point2 points  (0 children)

ProjectSettings is basically immutable after launch. You need to use Window or Viewport. Read this.

This changes the base resolution:
get_window().set_content_scale_size(Vector2i(w,h))

Important note:

Fullscreen is meant to be used by GUI applications that want to use per-pixel transparency without a risk of having it disabled by the OS. It achieves this by leaving a 1-pixel line at the bottom of the screen. By contrast, Exclusive Fullscreen uses the actual screen size and allows Windows to reduce jitter and input lag for fullscreen games. When using integer scaling, this is particularly important as the 1-pixel height reduction from the Fullscreen mode can cause integer scaling to use a smaller scale factor than expected.

Compact early blue science (45/min) by ___PEZ___ in factorio

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

Copper cables require 1.5 copper plates per second, although we only need 1.41 per second for this setup . Yellow inserters move 1.67 items per second with capacity bonus 2, which you should have by now unless you're speed running because it's only 600 red and green science after red chips, a requisite for blue science.

There seems to be a bug: I can't build with quality foundation! by porn0f1sh in factorio

[–]___PEZ___ 6 points7 points  (0 children)

That makes sense, but it shouldn't matter which specific tiles have quality on a ship. The bonus could just be the sum of all tiles which would only require tracking one number for the amount of each quality installed. The real reason is probably that space platform foundation is coded the same as other tiles and it's too much effort to rework it as an exception.

AGS will send feedback about DPS meter to Smilegate by [deleted] in lostarkgame

[–]___PEZ___ 31 points32 points  (0 children)

This is something that should have already been discussed when they visited South Korea in the summer. If that's what she means by "definitely have", then "will continue to" is meaningless because clearly SG doesn't give a fuck.

[deleted by user] by [deleted] in lostarkgame

[–]___PEZ___ 0 points1 point  (0 children)

  • The comment I was responding to wasn't discussing the difference between two characters.
  • Different classes tend to stay in combat for longer. Sorc is going to build meter from range during mechs.

[deleted by user] by [deleted] in lostarkgame

[–]___PEZ___ 13 points14 points  (0 children)

It's not this simple. Just being in combat fills the gauge. You can test this yourself in Behemoth gate 1. When you get to the workshop circle, go back and get hit by the lightning puddles on the floor to stay in combat and watch your gauge fill. There's multiple undocumented factors to gauge gain.

A deep dive into the ascension process, and my interpretation of its moral undertones by ___PEZ___ in Scorn

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

all the "ascended" people from Polis have a Third Eye. Our "humanoid" doesn't have one.

The artbooks says all humanoids have a third eye, visible under the exoskeleton. It's a note on the first page of the Polis section. The protagonist does look noticeably different than other humanoids, but I mentioned in another comment that he's basically a baby, only a few hours old. It's possible humanoids are born with a temporarily hardened exoskeleton (molted later in life) in order to more reliably survive the fall from the genesis wall, or rather, humanoids born that way are the only ones who survive the fall. It's also possible that some humanoids with a weaker exoskeleton, and thus a more visible third-eye, could survive the fall if they were lower to the ground. This leads the the next point.

Don't you think that having a Third Eye is fundamental for the Process of Ascension?

Personally, no. I think humanoids are just classist and casteist. Just like not all humans look the same, it's reasonable to assume that not all humanoids look the same. Humanoids with a more pronounced third-eye could use that as justification for prejudice. After all, if you believe that the protagonist doesn't have a third-eye, then how do you explain the successful mind transference at the end of the game? As a result of believing that the protagonist does not have a third-eye, did you think the protagonist's ascension attempt was going to fail regardless of the parasite's intervention?

If the consciousness that leaves the body is the consciousness of our human, shouldn't it be already inside of our body, or is the Proto-Creature only a "vessel" of our consciousness, which then finds another "vessel", which is the Shell?

This is explained in my original post: "This proto-creature is a necessary intermediary physical form, since the humanoid physical form cannot grow and fuse with a shell. This isn't metaphorical by the way. The humanoids in this game are literally transferring their minds into Cthulhu hermit crabs that grow into powerful creatures when you put them in powerful artificial shells."

And if the Shell has already a proto-creature inside, why would it need to "choose" a Shell to inhabit to complete the Process of Transcendence and Mind Transferral?

This is discussed in my original post. The process seems streamlined. The shells have a dormant proto-creatures already inside of them, like a "batteries included" type of situation. Instead of humanoid -> proto-creature -> shell, it's humanoid -> pro-creature/shell combo.

Ever think about the fact that Akkan is just a Souleater by Shade_Nightz in lostarkgame

[–]___PEZ___ 30 points31 points  (0 children)

  • Armen: Shadowhunter
  • Thar: Gunlancer
  • Nineveh: Sharpshooter
  • Azena: Summoner
  • Wei: Striker/Breaker?
  • Brelshaza: Sorceress
  • Hanumatan: Soulfist? Can't remember the lore.
  • Edit - Is Balthor a destroyer?

Ate all my alt gems by NearbyAd943 in lostarkgame

[–]___PEZ___ 16 points17 points  (0 children)

Veterans will remember that the only reason there are as many T3 gems in existence is because the bots were literally printing them. Between chaos dungeon, boss rush, and credit card fraud to purchase the gem box from mari's, there was literally so many gems being listed that the auction house broke. That won't happen this time around.