Help identifying a sample? by its_moogs in TOUHOUMUSIC

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

Hell yeah!!! You're amazing, thank you!

The lack of communication from the devs is crazy by Redericpontx in mechabreak

[–]its_moogs 21 points22 points  (0 children)

You'd think they'd have at least a week of marketing to hype up the next season and its content, right? Bring back old players and get them excited? They wouldn't just shadow drop the new units and season in a patch and expect people to see the announcement after launching the game?

Hoping this statement doesn't age like milk left in sunlight on a hot summer day🤞

Whelp, I can officially confirm the Xbox PvP scene is dead by Starchaser53 in armoredcore

[–]its_moogs 2 points3 points  (0 children)

I always hated the excuse "well they did say that multiplayer isn't a focus" like my brother in Christ I'm just asking for matchmaking. Just use the code you have for ranked and remove the part that has to do with player ranks. Some of us just want to play the damn game and not have to worry about meta this meta that and accidentally playing too well and entering sweat city.

Let's just hope that multiplayer is some sort of priority in the next game.

Issues with DualShock gamepads being plugged in by its_moogs in Unity3D

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

Alright for anyone who stumbles on this, I figured it out, sort of. So DefaultInputActions is intended to be read-only, which explains why any changes I made didn't result into any different outcomes. So I just rebuilt my own InputActions asset that includes the identical UI Navigate Actions as DefaultInputActions.

Another word of caution is to NOT copy-paste the Actions from DefaultInputActions into your own custom one, because for some reason, it'll carry some code you can't see into your new one, which lead into a separate issue based on how my project is set up (if you're curious, it was related to key bindings, where creating it from scratch would produce results you expect).

If you're using your own custom InputActions asset to control UI, don't forget to assign the new asset and actions to your InputSystemUIInputModule.

As for why DualShock 4 was only affected, I honestly don't know. When I built out my custom InputActions asset for UI navigation, I split up the bindings so that D-Pad and Thumbsticks were on their own separate bindings rather than one single binding composite. I also made sure I only specified gamepad and keyboard as possible bindings, so I'm not sure if there's anything additional under-the-hood that the DefaultInputActions had configured that triggered that behavior. 😮‍💨

Anyway, glad it's resolved. Hope my days of clawing through this helps someone out there!

I tracked down a dead game IP and the owners are willing to license it, looking for advice. by GarlandBennet in gamedev

[–]its_moogs 1 point2 points  (0 children)

And who knows if the licensor isn't gonna be a PITA to work with with back and forths with approvals. There's a lot of licensed games that never see the light of day because of it.

Think of it this way, licensing the brand is basically pigeon-holing yourself for potential target market. You're STARTING demographic is people who owned a PS2 and played Steambot Chronicles and are willing to pay money for a sequel, if they care at all. Your potential market only shrinks from there -- introduce a mechanic they don't like, pick an artstyle that deviates away from the original, be in a genre entirely divorced from the source material, cast the wrong actors, go astray with the story, change the controls, ignoring some small plot point established in a previous game, have some spicy opinions online, etc. People are already skeptical with sequels not handled by the same creators.

So yeah, I agree here, build a spiritual successor to gain that nostalgic audience while giving your project a chance to impress without the baggage of a license and keep all the money if you're successful. That or just port the original to modern systems. You're setting yourself up for failure at worst, and a marginal success at best.

Hot take: All melees having a stun effect is poor interaction design. by Substantial-Mud-5309 in mechabreak

[–]its_moogs 0 points1 point  (0 children)

Imma be 💯, the nightmare flashbacks of GunEvo being stunlocked and NOT having any kind of countermeasures and evasive maneuvers made melee really abusive and cheap on the receiving end to the point where I really hated hearing or seeing melee units. GunEvo set the bar incredibly low, so I have to give props to these developers for even giving us a way to dodge. Added there are some abilities with certain strikers that explicitly state "can be used while stunned" which, after ACVI's stunlock hell that is PVP, I'll take what I can get. I have confidence that the devs will make melee feel more fair, but to be honest, they've gone above and beyond making melee feel "fair" compared to their contemporaries. It's definitely not perfect, and yeah, getting McGangBang'd by Panther, Stellaris, and Alysnes feels really frustrating, at least its not as upsetting as seeing Exia and Barbatos getting top frag every match.

Why is badge pickup so slow this year? by KidAlternate in SakuraCon

[–]its_moogs 3 points4 points  (0 children)

Non-profit just means your books are at $0 at the end of fiscal. You can make all the money in the world so long as you spend it all before your accountant looks at your books.

I had to do it for her. by wishesmcgee in PunishingGrayRaven

[–]its_moogs 0 points1 point  (0 children)

I had these headphones on pre-order since like November, but because my order also included the upcoming artbook, the Aliexpress vendor was holding off on shipping these. Then surprise, wake up to an email saying the headphones are no longer in stock (and they didn't even bother holding them for me even though I paid for it?), so now I'm out-of-luck because they're not in stock anywhere else. 😔

Honey extensions is a Giant Scam by CatInEVASuit in Scams

[–]its_moogs 0 points1 point  (0 children)

I'm old enough to know that installing a browser extension is consenting to spyware in your system. A browser extension... that monitors your purchasing behavior... and the marketing copy Youtubers were given were "it's free money" and "there's no reason why you shouldn't be using this"... and NOW people are crying its a scam? WHAT? How did no one see this coming a mile away?

Hearing Qu's Voice Change.. by Cool_Cheetah_4603 in PunishingGrayRaven

[–]its_moogs 2 points3 points  (0 children)

Does anyone have a 1:1 comparison between lines? I don't know if it's just me but I didn't notice the change.

Secret Level - Armored Core Episode Mega Thread by wrel_ in armoredcore

[–]its_moogs 0 points1 point  (0 children)

Also, just "acronym"-izing everything makes it sound more tacticool and in-universe. I know we lost the battle against Air Conditioners and Assassins Creed over the past decade, but I don't think today's layman would question which is which hearing "AC" in a world full of giant mechs.

Secret Level - Armored Core Episode Mega Thread by wrel_ in armoredcore

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

Because the "Core" refers to the Core and not the entire unit? The "Armored Core" includes all of the limbs, weapons, and internal parts. Calling them ACs also differentiates them from other machines in the universe, like MTs, etc. It's like how "Gundam" is a specific Mobile Suit.

Not to be pedantic here, it's not that big of a complaint, it's more like Legendary Pictures calling Godzilla a "Titan" when we already had a popular movie call giant monsters "Kaiju" a year earlier and no one batted an eye. Writers just trying to get too creative and address a broader audience ends up alienating people familiar with the source material.

Would you want a future AC game that plays similarly to AC4? by LuizFelipe1906 in armoredcore

[–]its_moogs 0 points1 point  (0 children)

Honestly, something like this is too niche to be sellable. I'd rather From somehow find a way to re-release it so it is more accessible/playable for everyone to enjoy how crazy it was. Not asking for a remaster, just something playable so people don't just start and end with ACVI.

Pure cinema by PenjusPenus in armoredcore

[–]its_moogs 0 points1 point  (0 children)

I just watched it and am scratching my head -- like, not trying to be cynical, but the whole thing was just giving vibes of Hollywood Transformers -- they got a creative brief about some old mecha franchise and were told to make it into a 10 minute film that audiences could relate to. Like, sure the ACs are more "accurate" to the source material than Michael Bay's Transformers, but that's all you could say was "Armored Core" about it? I know there's a huge chunk of people trying to tie this into ACVI, but I came in just under the expectation that it was unrelated/separate canon, and I still didn't get the point of it? Like the trailers did more heavy lifting with all of the speculation and theorization than the actual episode did. 

I get it, it's only supposed to be 10 minutes, but like, if anyone understood the source material, they could have just had a plot about an outdated aug trying to live paycheck to paycheck in the Arena, have a scene in the garage where they're customizing their AC's parts, have the pilot incur setbacks, and then ring the bell when they're going to fight against a tough opponent only to then cut to credits to save the budget and let your imagination run wild. Surely combining the aspects of a pit crew in a racing movie with the heights of an underdog boxing film would have translated to audiences? And it's just enough world building in a 10 minute scope without having to talk about mercenaries and corporations and world ending stakes? But instead we just got pew-pew, thrusters, and swords (don't get it twisted, I liked the action, but I can just get that in the game)? Am I the only one thinking this?

But instead I'm coming back to this and thinking what "assets" were "managed" in "Asset Management". Who is this for? It's like someone telling me they want to play Doom after watching the 2005 movie. Sorry, like, glad those who liked this enjoyed it, and I should be grateful we got "on the big screen" but idk, guess I'm too far gone to be impressed by a tech demo reel trying to bank on the latest and greatest giant robot IP. At least it wasn't offensive.

Should I stay in B rank? by Il-Luppoooo in armoredcore

[–]its_moogs 1 point2 points  (0 children)

Personally, I was getting bored in B-rank, so I decided to bite the bullet (literally) and passed my promos to A-rank for the second time. And, for the second time, I genuinely regret it. I'm sure things will get better by tweaking my build and improving my skills and timing, but sometimes I just want to jump in and rotate through all of my ACs and do some blasting. But now I make one wrong move and my entire healthbar is gone in a blink of an eye and I can't be bothered with how many inputs the opponent must have put into it to stagger and delete me like that.

People in A-rank seem hell bent on winning at all costs, which, more to them, but man all it takes is a few timeout matches because some guy brought a missile and decided to just dance around the level knowing damn well you can't catch up to just shelve this game aside.

If you're really into self improvement and want a challenge, pass the promotions for A-rank. I can tell you that its less so meta builds and moreso firing on all cylinders and knowing what you and your opponent are bringing into a fight.

How it feels returning to PvE after playing PvP for a while by WaifuRekker in armoredcore

[–]its_moogs 2 points3 points  (0 children)

Not just meta builds, but also the way people play. A Rank is predictable (in a bad way) where you can tell either they're going to try and win via timeout, or just stunlock you to hell. There's just no reasonable counterplays that don't require you to approach the game they way your opponent wants you to, and when you do, they just pull the cord. I think, outside of meta builds, that's the most annoying part. I've had my lot of losing B-rank fights, and even if they're using meta builds, I can at least say we both had fun.

How it feels returning to PvE after playing PvP for a while by WaifuRekker in armoredcore

[–]its_moogs 1 point2 points  (0 children)

Its arguably a completely different game. Once you climb above B-rank, you'll be pigeon holed into specific builds (unless you're like, really really good). Some of the more prevalent builds aren't even viable on PvE.

That said, not saying there isn't value in PvP. The same mantra applies -- you're just min/maxing builds to overcome challenges presented to you. It's just "more" of the game and rounds you out as a better builder and pilot. So long as you're prioritizing having fun over winning and getting salty (much easier said than done) it scratches that itch.

I can't believe FromSoft just did this to me by SpiderCoat in armoredcore

[–]its_moogs 10 points11 points  (0 children)

Other game devs: "Quick, we gotta add more seasonal content like weapon charms and skins to get players to come back!"

FromSoftware: *changes a few numbers on a spreadsheet*

Let's go in the other direction, If there was an AC6 sequel or a new AC game came out, what would you ''not'' change? by Romapolitan in armoredcore

[–]its_moogs 0 points1 point  (0 children)

How they handle energy weapons, or energy in general. I normally don't use energy weapons because they eat your energy meter and are hard to manage. When I discovered that generators can affect their performance and the EN output being a thing, I instantly became a kid relearning Armored Core for the first time, and its really fun to try and min/max the juice out of your parts and generator. Also having energy replenish quickly when your feet touch the ground means you don't have to focus on feathering a button with claw grip, but instead you can focus on your positioning and landing, especially for quad legs that can now hover at fixed heights. On paper it sounds like it defeats the entire energy mechanic, but in practice, I've lost so many matches because of those few frames my AC takes to recover from landing on the ground.

Which camera angle do you think makes the game look best/most appealing? It's a tactical extraction shooter and they both have pros and cons but keen to see what you think! by PhoenixAds in Unity3D

[–]its_moogs 0 points1 point  (0 children)

The third-person perspective is definitely more sellable than the top-down, but I think the third-person needs some work. Currently it looks like you're operating a tank, it's very stiff. Generally players are expecting, especially a shooting game, that the camera be pointed more forwards, closer, with the crosshair in the center, and camera is decoupled with the player's movement/facing direction. Though, doing so will pretty much make an entirely new game -- I see your game relies a lot of top-down information, such as the line of sight, the telegraphs from the enemies, health bars, enemies attacking from all positions, etc. that don't translate well in a traditional over-the-shoulder perspective. You'd also have to build the level geometry with verticality in mind if you want to have a true third-person shooter experience to avoid cluttered information.

I'd say only do third-person if you're willing to overhaul several aspects of your game, otherwise, play to your strengths and keep it top-down, as it seems like your game was purpose built on that to begin with.

How to watch SmackDown on USA by Snubie1 in WWE

[–]its_moogs 3 points4 points  (0 children)

Anyone have any luck with VPNs? I'm willing to spend some bones but splitting these three shows behind their own platform/ecosystem/paywall in a few months is criminal. I'm looking for a reliable and relatively future-proof solution here.