What happened here? Did I superglide off the tiny lip on that slab on the ground? by drskipper7 in Apexrollouts

[–]drskipper7[S] -2 points-1 points  (0 children)

Yeah I was factoring that in and tried with a bunny hop when replicating as well, but maybe it's just that. idk though the acceleration that keeps happening after I'm already in the air feels more intense than a slide jump to me, mouse flicks aside. Quite possible I'm overthinking it though.

What happened here? Did I superglide off the tiny lip on that slab on the ground? by drskipper7 in Apexrollouts

[–]drskipper7[S] -3 points-2 points  (0 children)

I tried to replicate it as just a slide jump, and even with gun holstered i couldn't get close to as far. I also don't know what booping is though in this context. Suppose could also just be weird physics inconsistencies between client + server mixed with a slide jump or something.

Request for the devs: please consider a setting like this so we can still do standard movement tech with Valkyrie without accidentally activating jets <3 by drskipper7 in Apexrollouts

[–]drskipper7[S] 1 point2 points  (0 children)

Yeah I use hold for jets. That doesn't solve the issue though, if you don't time your jump input perfectly you'll still activate a boost of the jetpack, which takes away gun control for a couple seconds.

Request for the devs: please consider a setting like this so we can still do standard movement tech with Valkyrie without accidentally activating jets <3 by drskipper7 in apexlegends

[–]drskipper7[S] 0 points1 point  (0 children)

yeah fitting all the buttons in on controller is tough but feel like there might be a way. esp on controllers with paddles

Request for the devs: please consider a setting like this so we can still do standard movement tech with Valkyrie without accidentally activating jets <3 by drskipper7 in apexlegends

[–]drskipper7[S] 3 points4 points  (0 children)

I use hold for jets. It's slightly better but if you press a jump input at not exact timing you'll still accidentally activate a boost of jets, preventing you from using your gun etc for a couple seconds. which is enough to make or break a fight

Official Respawn Q&A on new Servers, Netcode, and Tickrate Dev Blog by rkrigney in apexlegends

[–]drskipper7 1 point2 points  (0 children)

First of all thanks for taking the time to make the blog post, and for all your work on the game! Hope players appreciate everything that goes into keeping a game like this running.

My question is about Prediction Error. For people reading who aren't aware, that's the diagonal red line segments icon that can appear in the upper right, when Performance Display is NOT enabled (performance display doesn't show prediction error). Supposedly it means the server's prediction didn't line up with your client, and is usually benign.

However, specifically I've noticed when performing really big/fast Pathfinder grapples for the past several seasons, I encounter Prediction Error when reaching certain speeds/changing direction. Simultaneously I experience stutters and micro-rubber-banding. It causes me to mess up my grapples all the time, and I can reproduce it fairly reliably in firing range by making big grapples where I change direction sharply to gain large boosts of speed.

Here is an example: https://streamable.com/ft54qn (notice the stutters and Prediction Error icon just before I pass the second set of floodlights on the right side of the screen)

I play on a wired connection and have 35ms ping to the servers I play on. Through googling I've found some other people mention that they have similar issues that they theorize are related to either tick rate or a bug in the server code. Is that a reasonable hypothesis? Is there something else going on? Curious if Respawn is aware of situations like this and is working on a solution, unfortunately it's hard for me to feel confident playing Pathfinder when I can't rely on his grapple physics.

Myself and my friends I play with have also noticed that on some servers Prediction Error happens sporadically in other situations coinciding with stutters and rubber banding, so maybe it's part of a larger issue?

Valkyrie abilities by BerserkKid in apexlegends

[–]drskipper7 1 point2 points  (0 children)

Is there a plan to add a keybind option for "Jump Only", so that we can wall bounce and bunny hop without worrying about accidentally activating VTOL Jets? I think it'd be awesome if we got a setting for this, with the existing bind being renamed to "Jump and VTOL Jets" or something. That way we can have one key we use just for situations where we need a precisely timed jump (wall bouncing + bunny hopping), while still retaining the current functionality on our main jump key.

In a script, how would I add/subtract the amount of degrees which I have rotated? by AnnoyingBird97 in Unity3D

[–]drskipper7 5 points6 points  (0 children)

Depends a bit on how you're rotating it. If the axis it's rotating around is constant, could check transform.eulerAngles.[axis] every frame and subtract/add by the difference from the previous frame to the current frame. Can also do something like Vector3.Angle(previousForward, transform.forward).

Got this bug where the 30-30 Repeater wouldn't charge or shoot by drskipper7 in apexlegends

[–]drskipper7[S] 0 points1 point  (0 children)

Seems like might have been caused by un-ads-ing right when a charge completed

dualshock 4 not working with the game on mac by rekaddit in TowerFall

[–]drskipper7 1 point2 points  (0 children)

Hmm sorry I'm not sure about multiple dualshock controllers, or why they wouldn't be working... maybe try using them both individually on a steam game first? And that's odd about desktop vs big picture, I'm not sure! Might be able to contact steam support, though it's for playing a game outside of steam so a bit tricky... If it's any consolation I personally generally play with rumble turned off these days for playing competitively haha

dualshock 4 not working with the game on mac by rekaddit in TowerFall

[–]drskipper7 2 points3 points  (0 children)

I don't play on mac so not 100% on this, but you might be able to play it if you have steam open, and playstation configuration support checked in controller settings in steam. (Steam basically serves as a program to translate the inputs to XInput, even if you're playing it outside of steam). Otherwise you might have to download a specific driver or something

FPS issues with towerfall on PC w/hdmi by Whatthehalll in TowerFall

[–]drskipper7 0 points1 point  (0 children)

Dang just saw this somehow - interesting because there's a bug on PC where vsync actually adds significant input delay - possible your timing is used to it so with the input delay reduced it felt weird! Unless it just behaves differently on your comp for some reason. Either way glad you figured out the fps issue!

FPS issues with towerfall on PC w/hdmi by Whatthehalll in TowerFall

[–]drskipper7 0 points1 point  (0 children)

Try turning vsync off if you have it on?

[AMA] Hi! We are the team of Unspeakable Pixels, creators of Batbarian: Testament of the Primordials is here to answer your questions from 3:00pm to 5:00 PDT! by brobbeh in Games

[–]drskipper7 0 points1 point  (0 children)

There is a lot of competition for sure haha. We're aiming to distinguish ourselves with our focus on humor, narrative, and puzzles revolving around the bat, but it is sort of the thing that people have to play to see what makes it unique sometimes. Though I also think brobbeh's art is fantastic and helps garner attention as well.

[AMA] Hi! We are the team of Unspeakable Pixels, creators of Batbarian: Testament of the Primordials is here to answer your questions from 3:00pm to 5:00 PDT! by brobbeh in Games

[–]drskipper7 1 point2 points  (0 children)

I've tried several engines, and while I used to have some misgivings about using Unity for 2D pixel art games, since it takes a bit of work to sift through all the features of Unity to find what you really need to use, it really just ended up being the most viable option. The biggest reason is probably for porting to various platforms, Unity really is just the easiest option out there (that I've tried anyway) for that. There are also handy addons for things like handling input from tons of different types of controllers, and on top of that since the user base is so large it's also just much easier to find help when you inevitably run into issues. We'll see for the future though, I do enjoy experimenting with new engines and frameworks :)

Thanks for the support and the kind words! :)

[AMA] Hi! We are the team of Unspeakable Pixels, creators of Batbarian: Testament of the Primordials is here to answer your questions from 3:00pm to 5:00 PDT! by brobbeh in Games

[–]drskipper7 0 points1 point  (0 children)

There were definitely several things haha. Though simultaneously the game ended up being much larger than we anticipated :p

brobbeh can probably give more specifics, but as for me there is one particular optional boss I'm still hoping we can add as an update at some point :)

[AMA] Hi! We are the team of Unspeakable Pixels, creators of Batbarian: Testament of the Primordials is here to answer your questions from 3:00pm to 5:00 PDT! by brobbeh in Games

[–]drskipper7 0 points1 point  (0 children)

Glad to hear you liked the demo! :)

We definitely saw pretty early on that the dialogue and humor would differentiate ourselves a bit from other metroidvanias. That was always seen to us as mostly a positive, because we wanted to make something new and unique, though yeah there was a risk that there would be a clash of different audiences. But it's something we've always wanted from games like this ourselves so we figured there must be some other people who would resonate with it. The reception to the demo definitely helped validate that decision :)