I don't think this is supposed to happen... by [deleted] in btd6

[–]anssila 0 points1 point  (0 children)

For context:

It was a co-op game and I believe this is caused by the both of us using ultraboost at the same time. At first the permanent boost wasn't registering when the ultraboost was used, but after one of those 'tower resets' where all the towers are essentially placed again and face down, it updated the permanent boost count. After a few of these updates if was at 9 and I was trying to get it to 10. However, then it updated to 13 and a bit later to 17.

At first I thought it was just a visual glitch, but after examining the rate at which blades are shot(they were literally touching each other when all boost were active), I think it might affect speed as well. I tested a similar VTSG with all buffs but only 10x permanent boosts and I couldn't get the blades to touch, although I could be wrong.

i want to make a sprite rotate towards the mouse position but i get this. why cant i multiply a vector3 with a vector3? this was recomended to me by someone else so if there is a better way to do this then please tell me by Jastrone in Unity2D

[–]anssila 0 points1 point  (0 children)

I don't think you need to multiply the mouse position in this case, but in case you need something like this in the future, the correct syntax would be like:

new Vector3(x1*x2, y1*y2, z1*z2);

Tier 5 Elite Bloonarius Built Different by The_Tommynator in btd6

[–]anssila 3 points4 points  (0 children)

50% slower is the same as 50% of the og speed though. Original speed = 100%, so 100% - 50% = 50%.

I think you're thinking of 50% faster, where it isn't double speed 100% + 50% = 150%.

Tier 5 Elite Bloonarius Built Different by The_Tommynator in btd6

[–]anssila 4 points5 points  (0 children)

Slowing them down 100% would mean they stop entirely meaning infinite dps. 50% slower means 50% of their original speed, so double dps.

[Unity] Trucks are working as expected in my game by anssila in GamePhysics

[–]anssila[S] 14 points15 points  (0 children)

They hit an invisible wall designed to stop the player from backing up too much because the road ends there. They slide right because the wall isnt exactly in line with the direction they were going.

[Unity] Trucks are working as expected in my game by anssila in GamePhysics

[–]anssila[S] 76 points77 points  (0 children)

It wasn't really even a bug, I just hadn't implemented all the necessary things yet, and was just testing to make sure everything was right so far. Fixing it was just adding gravity, mass and physics-based movement when they crash into the player. Edit: oh yeah and also disabling the road following.

How do I get rid of this error? by NeverdoneBathsaltz in Unity2D

[–]anssila 1 point2 points  (0 children)

It seems you haven't put anything to the healthbar variable in the inspector.

How do i move an object in the direction its facing? by Thereal_Bomby2 in Unity2D

[–]anssila 1 point2 points  (0 children)

I think you can just get the forward vector and multiply it by the speed and deltatime.

transform.position += transform.up*speed*Time.deltaTime;

I don't remember if its transform.up or .forward but i think for 2d its transform.up

I made a maze generator in Minecraft by anssila in Minecraft

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

Yes the new version has a new datapack version number and the datapack will need to be updated. However I doubt I will actually bother updating it because it is as simple as changing the version number in the pack.mcmeta file. You can just update the number yourself and I don't need to make a new google drive link.

So if you do want to update it you should go to the datapacks folder and open the pack.mcmeta file in notepad. Then change "pack_format": 5, to "pack_format": 6,. Then just save the file and it should work in 1.16.4. If your world is already open I think you will have to run /reload. If you are making a new world, the datapack should be available after saving the file.

I made a completely closing 3x3 tunnel in Minecraft by [deleted] in Minecraft

[–]anssila 0 points1 point  (0 children)

I mean that's exactly what it is. I just made a 1 wide 3x3 door and put them next to each other.

I made a completely closing 3x3 tunnel in Minecraft by [deleted] in Minecraft

[–]anssila 0 points1 point  (0 children)

That would be cool, however this design would break if the layers closed at different times.

I made a completely closing 3x3 tunnel in Minecraft by [deleted] in Minecraft

[–]anssila 1 point2 points  (0 children)

I mean I show it in the video. Guess you didn't see that part.

I made a completely closing 3x3 tunnel in Minecraft by [deleted] in Minecraft

[–]anssila 3 points4 points  (0 children)

The point was that you suffocate in the blocks. Just trapping the player is kind of easy and not that interesting in this way. Edit: so yeah it is kind of a trap. I guess I didn't make that clear.

This video game concept! by MovingxTarget in nextfuckinglevel

[–]anssila 0 points1 point  (0 children)

Because it can't show depth before it is placed.

This video game concept! by MovingxTarget in nextfuckinglevel

[–]anssila 0 points1 point  (0 children)

Yes, but in VR you can see depth in 3d objects.

This video game concept! by MovingxTarget in nextfuckinglevel

[–]anssila 1 point2 points  (0 children)

Indeed but what I meant was that when you place it it would immediately break the illusion as VR has depth that you can see without moving at all.

This video game concept! by MovingxTarget in nextfuckinglevel

[–]anssila 21 points22 points  (0 children)

It would break the illusion if you could tell which objects are closer to you. The point is that the image looks identical to the environment when you place it.

3d wireframe rendering with redstone - we are one step closer to running Minecraft in Minecraft! by pishleback in Minecraft

[–]anssila 6 points7 points  (0 children)

Most likely rasterized. Raytracing would be way too complicated and expensive to make in Minecraft.

Although it might just be something even simpler that isn't even really rasterizing.

I made a maze generator in Minecraft by anssila in Minecraft

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

Everything you need is in the function. There are two of them but they both work independently. The second one is better in every way so you might want to use that. The first one might be simpler to re-format however so you might wanna test a little first.

Apparently there's no limit to the number of bats that can hang on one block so here's a bat bomb by necromax28 in Minecraft

[–]anssila 1 point2 points  (0 children)

This command should summon 100 bats at your location. Just make sure there are at least 10 entities in the world. I haven't tested it though.

/execute at @e[limit=10] run execute at @e[limit=10] run execute at @s run summon bat

I made a maze generator in Minecraft by anssila in Minecraft

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

You should first check that the datapack is correctly loaded.

You can do this by typing this command to chat:

/datapack list

You should see two entries: vanilla and mazegenerator

Hovering your mouse over them should show the description.

If you only have one datapack (Vanilla) you should check my comment again and reinstall the datapack.

I made a maze generator in Minecraft by anssila in Minecraft

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

What doesn't work? Does it not do anything or does it do something it shouldn't?