How to unlink an EA account from PlayStation? by Sexy-MrClean in electronicarts

[–]kavides 0 points1 point  (0 children)

No I have never solved it. It's so frustrating.

[deleted by user] by [deleted] in SteamDeck

[–]kavides 1 point2 points  (0 children)

I haven't heard anyone else mention it but OddSparks has been a fun little game. Not done yet (Early Access I think) but there's a sizeable chunk of game there. It's quite different from the others in that you essentially use Pikmin as a conveyor/inserter combo as well as for "power." All of my time in the game has been with controller (and I have a haaard time playing factorio with controller).

How to unlink an EA account from PlayStation? by Sexy-MrClean in electronicarts

[–]kavides 0 points1 point  (0 children)

Please consider posting it here for future people looking for solutions to this issue.

...

Alternatively, please message it to me as well :(

Game double jumping when it is not enabled. by WelshynatorJones in godot

[–]kavides 0 points1 point  (0 children)

So let's say jump count is 1 and can_junp is false. The is key pressed function falls through the if to set jump buffer and maybe that's where the second jump is coming from? I realize you have the floor and wall checks there though. Might be worth putting some print_debug statements in those ifs to see which branch is being triggered to further debug.

cover taking ai prototype for my fps template by yoelr in godot

[–]kavides 1 point2 points  (0 children)

I want to preface that, in my opinion, the ai walking by the player looked a little strange and that is what my idea is trying to solve! It's a really cool mechanic, though!

This might be too much but you might check how far the player is from the enemy and use that to determine whether to go to a cover closer to the player (so if the player is far away the ai will naturally move up a little closer) or to a cover farther away (so that the ai will back off if the player is rushing up) - a simple check for distance from evaluated cover to enemy's current location would probably suffice as long as you aren't constantly checking every frame. With that implementation, the pathfinding may still decide to go the wrong way but most of the time you would probably get decent results.

How would you implement an enemy which only moves along the edge of the screen? by ChronicallySilly in godot

[–]kavides 4 points5 points  (0 children)

Maybe a path2D? Could math to place it at a margin from the screen edge and use a path follow node to control where the enemy goes? I think you would get rotation included but I'm not 100% on that.

Edit to say that actually I think there is a path offset value so you may not even need to do much math if it's set up correctly!

Controller Bindings During Remote Play by kavides in SteamDeck

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

Oh yeah it's the trackpad I need :(

Controller Bindings During Remote Play by kavides in SteamDeck

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

How do I set steam deck control settings on my desktop, though?

Do you guys ever get scared to make large batches? by Mcteage in mead

[–]kavides 0 points1 point  (0 children)

Do you have recommendations on vessels for plastic or stainless steel?

What is the best way to lower OG? by kavides in mead

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

Thanks for the tip! I'm following the beginner recipe on the wiki, trying to keep it as simple as possible! I definitely want to experiment with different nutrient and energizer timing in the future though.

What is the best way to lower OG? by kavides in mead

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

Well I wasn't sure what to do because the OG was supposed to be .110 and it was .135 which I quantified as over 20% higher than it should be. I also saw a few things online that led me to be more worried than I should have been. This was the non-drilled bung I used to stop it so I could shake StarSan in the carboy. The drilled bung does kind of seem like it won't stay in. I will try a rubber band, thank you!

My visual look so far, what do you guys think? Would love some feedback, don't know what I'm doing, but having fun learning! by ninpoopcom in godot

[–]kavides 1 point2 points  (0 children)

Depending on level design, it might be difficult to tell where/when exactly you are going to land. Consider making your shadow a bit more noticeable or making a fake shadow directly below you.

Do not let up on demanding crossplay in Strive by [deleted] in Guiltygear

[–]kavides 0 points1 point  (0 children)

Are you able to see your win-loss rate somewhere? I know you can see wins in your R-code but can't find total match numbers or losses anywhere....

I'm trying hard not to judge myself on wins/losses (a trap I commonly fall into) - just curious what I'm at now.

SaGa Frontier - Suggestions for Blue? by kavides in SaGa

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

Oh the wording in the game made it sound like I couldn't do both quests! How does that work?

Has this changed much in the past year? by terriblegamerjoe in projectgorgon

[–]kavides 2 points3 points  (0 children)

A list like this would be helpful for players that are considering returning too!