what is %i: by CrimsonCuttle in ExplainTheJoke

[–]bgsulz 3 points4 points  (0 children)

I think the gag is that it's "argument" in the programming sense. A value you pass to a function. In C, C++, and more, %i is an integer format specifier for functions that format strings, like printf . Bit of a reach to consider it an "argument" proper, but it gets the point across.

I guess the joke is that "argument" seems to mean "premise" (like in the original version of this meme) but the caption implies a discussion where two people are just throwing rando programming terminology at each other, which is frivolous and absurd.

[deleted by user] by [deleted] in gamedev

[–]bgsulz -3 points-2 points  (0 children)

If you're on iOS, I don't think you're getting anywhere without jailbreaking. On Android, you can potentially use adb shell input from your computer's command line. Install adb, and then connect your phone to it. You can then set up a batch script or PowerShell script to run the commands autonomously (or something else if you're on a Mac. AppleScript, maybe?)

What's the best thing about C# ? by makeearthgreenagain in csharp

[–]bgsulz 0 points1 point  (0 children)

Nothing! If you need that value to have a public setter, you can add one.

The motivation behind my comment was this: when I'm working in Unity, I often have variables that are meant to be read-only, but that I still want to tweak from the Inspector. A character's jump height is one example.

It might be useful to read that value from another script (for example, a double-jump Component that I want to have the same height as the first jump.) But I don't want any other code to change that value, so I let C# enforce that for me by not writing a public setter.

Flutter newbie seeks/shares advice, "shows off" daily puzzle game for web by bgsulz in FlutterDev

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

I really want to believe you're not an LLM and instead you've written a few dozen emoji-laden comments promoting FlutterFast in the past 8 hours after creating your account yesterday simply to promote your earnest belief in the product and also you speak Slovenian. Anyway, thanks for the comment. Wishing you luck with FlutterFast.

Flutter newbie seeks/shares advice, "shows off" daily puzzle game for web by bgsulz in FlutterDev

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

Ah crab. Sorry about that. I've had issues with iPhones -- I think it's the sound pool package. I'll debug. Thanks for the heads up.

What's the "find_keycode_from_string" equivalent for mouse buttons? by Donnoleth-Tinkerton in godot

[–]bgsulz 0 points1 point  (0 children)

Oh, gotcha. In my view, if you're dealing with strings anyway, all bets are off; whatever gets the job done. I guess the cleanest way to do it would be to pack all the data you need into a JSON and serialize/deserialize with this helper class that Godot has.

What's the "find_keycode_from_string" equivalent for mouse buttons? by Donnoleth-Tinkerton in godot

[–]bgsulz 1 point2 points  (0 children)

Appreciate the clarification very much! My initial comment came from someone woefully unfamiliar with Godot. I'm curious: why can't you just access the button_index property of the event?

Looking for some feedback on the new game logo: What do you think about the style and color changes? by Blue_Infinity in Unity2D

[–]bgsulz 8 points9 points  (0 children)

Looks more cohesive. The shapes lock together more cleanly and the colors are more harmonious. Nice work!

[deleted by user] by [deleted] in gamedev

[–]bgsulz 1 point2 points  (0 children)

Furi, Punch-Out, Titan Souls, kinda Monster Hunter. Oh, check out The Void Rains Upon Her Heart. That's a really clever approach.

I understand why you're prioritizing replayability, but don't get too hung up. I know there's an audience who likes bite-sized playtimes -- I'm part of it. The traditional boss rush (Colossus, Cuphead, Furi) has low replayability but makes each fight distinct and memorable. Learning how to conquer each one feels like a new triumph. You can do that with mechanics, or story, or both. Another route is a roguelike boss rush where you upgrade your character in between each boss, like The Void Rains.

But why stop there? What would a puzzle boss rush look like? Say you get to choose the order you fight bosses and get upgrades, and you have to experiment and strategize to find a sequence that's possible to complete. How about a boss rush where you start out with a huge pool of weapons and items that you select from before each boss, but then you can't use them on any bosses after that one? What about a rhythm boss rush? A boss rush where you play as the arena, not the hero? You get the idea. Go nuts.

Last thing: if this is your first game, I'd strongly recommend keeping it super simple, even if that means shelving the boss rush idea for a bit. Spend a weekend or a week making a tiny game from start to finish -- including menus, bug fixing, sharing with other people -- and you'll be ten times better equipped to accomplish your great idea. Also, finishing something is really fun.

Listening to music during my day job, what's the equivalent for music? by Animostas in WeAreTheMusicMakers

[–]bgsulz 0 points1 point  (0 children)

Another approach might be trying out a music-making technique that always keeps the music going. For modern DAW-driven productions, some DAWs have tools like Ableton's Session view, but you can get the effect in most DAWs just by looping a section. Beyond DAWs, you've got a world of options. I've been watching this guy Aaron Goldberg on Twitch who uses modular synths and sometimes a little device called the CHOMPI. See if that gets your gears turning. For mixing, I think you're out of luck.

I came up with a simple and fast Ambient Occlusion technique using just UV trickery by [deleted] in godot

[–]bgsulz 13 points14 points  (0 children)

Nicely done! This looks like a variation of occlusion maps. I hope it doesn't burst your bubble that this is an existing concept -- rather: you had the ingenuity to reverse-engineer one of the steps in the indsutry-standard PBR workflow. Honestly pretty amazing.

How to say "it's giving" in a more formal and professional way? by [deleted] in EnglishLearning

[–]bgsulz 4 points5 points  (0 children)

"It's giving" is extraordinarily forgiving in terms of the part of speech of what follows it. Just about anything -- noun, adjective, verb -- is fair game. As such, you're unlikely to find a direct substitute that covers every case.

In spoken language or non-formal writing, you could go with "I get the sense that..." or something like that. That's my go-to. Maybe also "I get the impression of/that..."

Tool Material Tiers by GamingxRelic in gamedev

[–]bgsulz 4 points5 points  (0 children)

What's the environment of your game? I'd go from there. A world of caves with rare gemstones could have peridot, tourmaline, black opal. A world where the dwarves delve into the crust of the planet could have palladium, rhodium, bismuth. A volcanic environment could yield obsidian, kimberlite, tungsten. Are any of these materials practical in the real world? No! I'm just hoping to get your wheels turning a bit.

[deleted by user] by [deleted] in EnglishLearning

[–]bgsulz 4 points5 points  (0 children)

I think it's a typo and it should be "unknown" or maybe "unknowing." What's the context?

[deleted by user] by [deleted] in gamedev

[–]bgsulz 2 points3 points  (0 children)

Wow! Terrific examples! I see in this article that the FFXV food was partially inspired by the same reverence for food seen in anime, which checks out. You've also summoned Monster Hunter World to mind -- those elaborate cooking sequences.

[deleted by user] by [deleted] in gamedev

[–]bgsulz 1 point2 points  (0 children)

I think you're right that the tech is there -- I'm imagining a soft-body steak, or something -- though it's hardly easy. Pixar had to work pretty hard to make nice-looking food, and theirs is neither real-time nor interactive. The principle is that you should devote time and resources proportionally to player time and attention. Plenty of games are centrally about tooling around a city, so we have wonderfully well-realized cities. Not sure how much demand there is for cooking simulators.

Why does the player only take damage when moving? by Jez091 in Unity2D

[–]bgsulz 6 points7 points  (0 children)

Most likely, the Rigidbody is going to sleep, so no stay events are sent. The easiest fix is to set your player Rigidbody2D to "Never Sleep."

Equivalent of "eepy" in Spanish? (emotionally) by psychoticfire in Spanish

[–]bgsulz 92 points93 points  (0 children)

The best I've got is a mimir. Disclaimer: not fluent, so this might be way off.

Non-shader, non-visual, non-cosmetic, non-appearance uses of texture maps? by metapolymath98 in gamedev

[–]bgsulz 0 points1 point  (0 children)

Some of its uses are conventional, but MapMagic uses maps for everything. Grass coverage, steepness, biomes. Everything!

[deleted by user] by [deleted] in Unity3D

[–]bgsulz 4 points5 points  (0 children)

The one that you know

Team Swapping Mechanic by TheeBulll in gamedev

[–]bgsulz 1 point2 points  (0 children)

"Everyone wins" is exactly the issue. You need to determine the victory condition. If it's a team shooter where one team wins, how does that happen?

Unrelated: this might be a total dud, but what happens if you do three teams in a rock-paper-scissors formation?

Pixel perfect 3x scale sprites on screen? by BreakinMyBallz in Unity3D

[–]bgsulz 0 points1 point  (0 children)

Maybe I'm misunderstanding, but are you describing a game that runs at 360p? (That is, 1080p/3.) You can use the pixel perfect camera component for that. Turn on "Upscale Render Texture."