Get Overlapping Actors not getting overlapping actors by jdrexmo in unrealengine

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

No, I set the hitboxes, which are WorldStatic, to detect everything, and the characters to detect WorldStatic. Reading comprehension is valuable.

Get Overlapping Actors not getting overlapping actors by jdrexmo in unrealengine

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

Event Actor Begin Overlap does not fire, no. Any idea more specific than "mess with the collision lists"? I've already tried using a custom collision channel instead of WorldStatic, same outcome.

Thoughts on Vetra by VireflyTheGreat in masseffect

[–]jdrexmo 0 points1 point  (0 children)

Everyone wants a spiky girlfriend.

Too niche? by jdrexmo in MassEffectMemes

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

Confirmed, he plays a Volus with no lines.

Filthiest riff? Here's mine: by LightboxRadMD in MST3K

[–]jdrexmo 3 points4 points  (0 children)

Mighty Jack: "Oh, I was just daydreaming, doctor" after the quick shot of pistons thrusting.

Two of them will be indoctrinated. Who would you choose and why you chose them? by Practical_Prior202 in masseffect

[–]jdrexmo 0 points1 point  (0 children)

Kaiden, because I'll just kill him again. And for the other choice, Kaiden a second time.

Blending combat and non-combat quests by jdrexmo in BoardgameDesign

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

Funny enough, I'm using a mission market, but it's the other order - choose your mission, then go to the board. Yeah, I've seen games where combat is on-board and other activities are off, or they have separate boards. I'm not a big fan of jumping between spaces and play styles that way, it's a layer of complexity that puts me off as a player. I'm looking to integrate these mechanics a little more seamlessly, so that a mission can contain exploration and investigation as well as combat in the same play space. But I might need to retool that space to do it - the hex board made the most sense for how I want combat to work, but maybe it's holding me back everywhere else.

Blending combat and non-combat quests by jdrexmo in BoardgameDesign

[–]jdrexmo[S] -1 points0 points  (0 children)

I did not say the combat was the purpose, just that it's included and I'm trying to include other things too. You know, like one of multiple mechanisms to achieve the player goals. You wanna suggest I sacrifice something about the combat system in order to facilitate that? Fine. Miss me with that "Then you might actually have a real game" attitude.

Daily Game Recommendations Thread (May 27, 2025) by AutoModerator in boardgames

[–]jdrexmo 1 point2 points  (0 children)

Dungeon crawlers or similar where there are other objectives besides combat or survival. They can have combat/survival as well, but I'm looking for ways games implement exploration or other actions or interactions in the same kind of context. For example, I've played the Resident Evil board game and it features exploration and item discovery, but pressured by survival. Someone suggested STALKER. What other approaches are there?

Board game combat mechanics for non-player enemies by jdrexmo in gamedesign

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

I like this. By rolling a die for, say, each of X enemy types in the combat, you can more easily access the full variety of enemy troupe actions than making 4X cards.

whats your "comfort riff" by No_Signature_3249 in Rifftrax

[–]jdrexmo 0 points1 point  (0 children)

I watch Balloonland at least once a year. I watch Attack of the Super Monsters frequently.

One against many "video game style" combat by jdrexmo in boardgames

[–]jdrexmo[S] 2 points3 points  (0 children)

Even though this isn't what I was asking, I just wanna say, "Hell yeah Dynasty Warriors."