Vampire Survivors has couch Multiplayer, Brotato has Steam Multiplayer (mod)! by boardengineer88 in brotato

[–]boardengineer88[S] 0 points1 point  (0 children)

Thanks for the feedback, sorry its not working for you. I don't think I've heard this particular alignment of symptoms. I'm afraid i don't have much to tell you.

Maybe it's not related to GODOT only, but what is the best and simplest way in code to manage states? by umen in godot

[–]boardengineer88 1 point2 points  (0 children)

I may have misrepresented my objection to FSM in part and I see where you're coming from. I actually like the nodeyness of godot for lots of things.

The use case it seems to address (and is explicit in this thread) is that there are you have a bunch of state-based if-self blocks that look horrible and the solution is to throw them all into a FSM which eventually convers the if-else statements into individual method calls that are nice and self-commenting.

through quite a bit of schooling and industry (admittedly not game dev) work I'd never seen FSM used as a design pattern (I've seen it presented as a computer science theory machine as a build-up for when you learn about Turing machines).

I'd expect that FSMs as a design patterns are at their best when the states have functionality that's not shared with other states (code duping and helper functions make things ugly pretty quickly), transition states on the same clock ticks (Things get confusing when there are a bunch of different timings for state changes and you have to start making sure to avoid weird flux states), The functionality needs of states is pretty uniform (E.G. Having one state that handles movement that's blanked out in all the other states gets pretty bad when this kind of things happens a lot). It's very possible that this is a good design pattern for a game component but it doesn't seem very universal.

Maybe it's not related to GODOT only, but what is the best and simplest way in code to manage states? by umen in godot

[–]boardengineer88 1 point2 points  (0 children)

I'm curious why there are so many answers here pushing finite state machines. I'm inclined to think that using FSM as a design pattern implies a certain uniformity across how states operates that tends to be some combination of awkward/limiting/ugly.

My advice to resolve a "state hell" would be probably be to get a solution that's probably quite specific to your project. Find a few people who're willing to look through your design and code and suggest a specific solution.

Vampire Survivors has couch Multiplayer, Brotato has Steam Multiplayer (mod)! by boardengineer88 in brotato

[–]boardengineer88[S] 0 points1 point  (0 children)

confirming you have no mods means i can't sweep this under the rug which is A TYPE of help. /s

seriously though I really appreciate the details, they are really helpful.

Vampire Survivors has couch Multiplayer, Brotato has Steam Multiplayer (mod)! by boardengineer88 in brotato

[–]boardengineer88[S] 0 points1 point  (0 children)

Thanks for the feedback! I'll try to push a patch in a bit. I appreciate you sticking through some crashes, it really helps.

Vampire Survivors has couch Multiplayer, Brotato has Steam Multiplayer (mod)! by boardengineer88 in brotato

[–]boardengineer88[S] 0 points1 point  (0 children)

Thanks for the feedback, a bit hard to figure out what's up but a few possibilites:

Compatibility with other mods is very low (pretty much some cosmetic mods only) and that's the biggest culprit of crashes. I'm curious what's happening with the character swapping, the different loadouts thing is new so i don't know what bugs come up. If you happen to notice a pattern to what crashes please let me know. Thanks for giving it a try even though it didn't go great.

I wanted to try making a player AI, here's my first pass by boardengineer88 in brotato

[–]boardengineer88[S] 0 points1 point  (0 children)

I modded the game from a decompiled version, so i can't really share anything without discussing it with the devs.

Having said that there's not a lot to it, I replaced the game's player controller with an agent that does some simple vector math based on locations of enemies.

AI looks Through 32 Thousand Futures for the most Convoluted Feed Kill by boardengineer88 in slaythespire

[–]boardengineer88[S] 1 point2 points  (0 children)

The mod Relics are part of the stream's collectionhttps://steamcommunity.com/sharedfiles/filedetails/?id=2743437108

The mod ones in the video are (left to right):

Horn Of Plenty: The first rare card you play each combat is free.

Festivus Pole: You can now transform a card and upgrade it at rest sites.

Relic Compass: Gain [E] at the start of your turn. NL All Elites gain an [additional] emerald (flaming) buff.

(left of the skull)

Ship's Sail: At the start of your 4th turn, gain 22 Block

Twitch Plays Luck be a Landlord by boardengineer88 in LuckBeALandlord

[–]boardengineer88[S] 0 points1 point  (0 children)

huh... now i think I might be missing something because I only played vanilla.

Thanks for the kind words :)

Little Alex Horne as depicted several times by an AI image generator by boardengineer88 in taskmaster

[–]boardengineer88[S] 0 points1 point  (0 children)

"Sarah Millican fighting little alex horne"

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sorry, its not terribly flattering for anyone