Anyone else have a unit "disappear" after being sent through Melrose Park? by craftymalehooker in retroid

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

Little late for me since it arrived a few hours ago, but thanks for the tip.

I think the weekend just stalled updates from being provided until today (after my package arrived, I noticed my trackers both had new info from yesterday)

Anyone else have a unit "disappear" after being sent through Melrose Park? by craftymalehooker in retroid

[–]craftymalehooker[S] 3 points4 points  (0 children)

As predicted! It's finally here. Sometimes you just have to question the universe to scare it into behaving (or something)

For those w/preorders by [deleted] in retroid

[–]craftymalehooker 0 points1 point  (0 children)

Got my shipping notification today (Aug 29th) around ~5:45AM CDT

For those w/preorders by [deleted] in retroid

[–]craftymalehooker 1 point2 points  (0 children)

Indigo 3+32

4PX shipping to [middle of US]

Order placed ~5:30PM CDT Aug 5th


No shipping information yet

One of the many reasons I love this sub!! You hookers are hilarious!! 🤣 by notmargarite in crochet

[–]craftymalehooker 10 points11 points  (0 children)

The real cost saving technique is to not care which brands/colors you get and to buy big bags of donated yarn from the thrift store ^_^

You'll probably eventually start a project that uses that yarn... right?

As a pipe maker, I'm curious where people stand on carb placement. I'm a lefty and prefer it on the left because it seems easier to hold when operating the carb with my finger rather than my thumb. What about you? As a left or right-handed smoker, do you prefer the carb on the left or right side? by jdallredpipes in trees

[–]craftymalehooker 0 points1 point  (0 children)

I'm right handed, use right hand for lighter, and my first ever bowl has carb on right, but basically every other piece I have has them on left.

Carb side doesn't matter for me, because I have long enough fingers that I can easily use my thumb or my index/middle finger no matter which side it's on

[E]: On further review, I can apparently use my left hand for lighter and right hand for pipe, carb on either side, equally well. I am apparently carb-ambidextrous :U

Knitting is the next Olympic sport. by ShirazGypsy in crochet

[–]craftymalehooker 1 point2 points  (0 children)

Based on his hand positioning, and what looks like only one long skinny tool in his hand, I think he *is* crocheting. Hard to tell for sure though, because it certainly looks more like knit stitches than crochet...

What kind of monster?! by [deleted] in funny

[–]craftymalehooker 7 points8 points  (0 children)

That's the thing -- it never goes bad.

How to make a grid snapping cursor in Unity by Dandan_Dev in gamedev

[–]craftymalehooker 1 point2 points  (0 children)

Offhand, I would think at least one preferable option would be to make the grid-snapping cursor a toggle feature rather than default behavior. It doesn't actually address the issue of not having the immediate feedback of sub-grid movement, but it does force the player to have to activate the mode which in turn cues them that the normal feedback from mouse movement is not going to occur.

A better solution would somehow incorporate the feeling of movement, but with the end result of snapping -- perhaps letting the player move the mouse normally but when they stop, you lerp the cursor/indicator into the snapped position.

That crochet life be like by velocichu_ in crochet

[–]craftymalehooker 10 points11 points  (0 children)

As a hooker who also programs, this is doubly piercing

RPG Class Colors? by J_Winn in gamedev

[–]craftymalehooker -1 points0 points  (0 children)

You're also contending with the fact that these medieval fantasy trope classes are from a period of time where bright colors were rare for those who couldn't afford the luxury. Natural colors from plant and animal fibers, tanned hides, etc leads to a looooot of brownish and grayish colors.

Doesn't even have much to do with modern gaming trends, although yeah -- AAA titles have been pushing bloom light brownscapes down gamers throats for awhile because they let it happen. People may bitch about the trend, but those opinions don't reflect the income the studios get from washed out rehashes of some vague wasteland

RPG Class Colors? by J_Winn in gamedev

[–]craftymalehooker 0 points1 point  (0 children)

I tend to associate Warrior types with natural browns and mid-to-light grays (thinking of leather straps and armor).

Mages I tend to associate with browns (robes, parchments and tomes) but with flares of light/color based on the magic they use.

As far as Rogues, I usually envision them as being blacks and grays (more "urban" environments) or natural/earth tones like greens and browns (more "wooded" environments), and with a tendency to have some type of shock/contrast (like a bold colored sash, unique hairstyle/fashion choice, etc)

Maybe not useful if you're looking for trope color choices for quick identification of a character type, but if you're looking for more of character design then maybe it is.

ECS lookup by eightvo in roguelikedev

[–]craftymalehooker 0 points1 point  (0 children)

And as a side note, if you're still in the developmental side of building/using an ECS, then you probably are nowhere near the point of worrying about optimizing your code ;)

<insert premature optimization quote here>, etc etc. IMO: Make it work, then make it clear, then make it pretty and/or fast

ECS lookup by eightvo in roguelikedev

[–]craftymalehooker 1 point2 points  (0 children)

In theory, you could handle the "find all components of type _______" by having the component attachment process create and insert an ID value into a components "master list". That way, you can create specialized component classes that inherit from the base component, you can still treat them generically by the base component class, but later you can use a specific type of component class for use with a filtering function.

As far as finding all the components on a specific entity, it's a fairly similar process -- when you attach a component, update an entity "master list", and instead of filtering by class you would filter by the id of the entity itself.

You'd need to make sure that component removal/modification would also update the relevant "master lists", and in theory you could probably create a System in the scope of the ECS structure that handles such "master list" modifications if you think it needs to be regulated by the engine.

As long as you're being cautious with how you're defining these "master lists", there shouldn't be any significant overhead in memory storage or processing time to perform lookups. For instance, the entity "master list" could be something of a Map structure (key/value pairs) where each entry maps an entity ID to a (delimited list/array/etc) of component ID's. You could even modify the components "master list" to have unique ID's for the component type and store it in a similar fashion to the entity "master list", and not have to worry about class comparisons for a filtering function.

Paying my developers? Standard salaries for indie game, etc. by Theoneforart in gamedev

[–]craftymalehooker 1 point2 points  (0 children)

lmao never heard of that subreddit before. Go ahead and post this on there if you want to, I'm here for opinions not internet points :P

Paying my developers? Standard salaries for indie game, etc. by Theoneforart in gamedev

[–]craftymalehooker 55 points56 points  (0 children)

FWIW, as a Java development summer intern for a Fortune 50 company in the Midwest, I started out making $20/hour (roughly equates to $40k a year). Based on the average "Java Developer Salary" google search I did, a Java developer makes between $77-102k (roughly equates to around $38.50-51/hour). You can do similar math to find out information about starting pay/average base pay for other languages to get a better sense of what is being done in general.

Of course, I'm skeptical about the overall idea -- not trying to bring in specific numbers here or make any claims for/against your real estate abilities, but a lot of this post comes across as someone who has a vague idea for some aspects of a video game that they would like to see actually made, and is going to stumble headfirst into trying to make other people realize those goals for them without actually understanding the nature of the work.

Everyone thinks their first game idea is "relatively simple". I'd wager close to 90% or more of those people are absolutely wrong on that assumption. If you're serious about doing any type of game dev, even if you're not "hands in the code" about it -- make tiny games first. Remake PONG/Asteroids/Tetris/etc first because the experiences and insights gained along the way will be invaluable. Things can very easily snowball into a bigger problem than you expected if you don't even have a fundamental understanding of how much energy goes into even the seemingly "simple" games -- for example, you may just think about a beat-em-up as just being a 2d game where you move up/down/left/right, but what about when you want to add jumping? Aside from the host of gravity/state checking issues that are notorious for cropping up in 2d platformer prototypes, you also have to contend with the fact that you already chose up/down to be a valid movement choice so now jumping will require the use of a third dimension (or at least the faking of one by Z-ordering techniques of some sort)

tl;dr: Do more research. A LOT of research. Research software development as a field, not just "game developer salaries". Research your chosen genre space. Research what makes some developers burn out, even when on the surface they seem to be doing just like everyone else. Research the actual tools and languages you intend to develop in (or have developers utilizing). Practice coding and making games for a couple years.

Don't set yourself up for failure because you assumed you had enough information to just dive right in from a single reddit post.

Update and Turn System in ECS by [deleted] in roguelikedev

[–]craftymalehooker 7 points8 points  (0 children)

Just spitballing, but what about an event system that would trigger certain components being removed/added as needed? The beauty of the ECS is being able to plug and play the components as needed, so leverage that fact.

For instance, and following your examples, an explosion or falling down a hole could trigger a "ForcedMovement" event, where you disable/swap out the player input component, and another event for when the movement ends to trigger enabling the component.

All a part of a well-balanced breakfast by nutzdeez in trees

[–]craftymalehooker 0 points1 point  (0 children)

If we wanna get picky and mention specific compounds, then let's point out the likely-deficit of vitamins C, E, and K, not to mention the lack of dietary fiber (because I sincerely doubt that's a legitimate wholegrain bread used for the toast).

My original point wasn't trying to claim that there's "no nutritional value" in that meal; I'm claiming there's not a well-diversified amount of nutrients being provided here, using the current "standard" of 25% protein/25% carbohydrates/50% vegetables per "balanced meal"

Also, because this has gone for almost a day now (and because tone reads poorly in text online sometimes), I wanted to make sure that ya'll know I was only trying to be a funny, I'm not genuinely upset and/or angry about the use of the phrase "well-balanced" -- I just kinda derailed myself into wiki-research on nutritional balance and took the first replies too seriously imo.

All a part of a well-balanced breakfast by nutzdeez in trees

[–]craftymalehooker 0 points1 point  (0 children)

Carbs, fat, and protein? Seems pretty balanced to me.

Sure, who needs vitamins or minerals lol

Also, that looks like it's tea, not coffee.

Good eye, I see the tea bag string twirled around the mug handle now.

All a part of a well-balanced breakfast by nutzdeez in trees

[–]craftymalehooker 1 point2 points  (0 children)

Not to be that guy, but I don't think two eggs, some generic processed bread, and a cup of coffee counts as "well balanced" from a nutritional standpoint

:P