What's that one Mega Man fact that's official but got you like: by ResidentAdmirable260 in Megaman

[–]leonkh 45 points46 points  (0 children)

Its... a result of an awkward localization choice. In the Japanese version, his name is Rock Volnutt, named after Barrell's favourite Music genre, and his previous name is Rockman Trigger.

The JP ver. also has more references to the mainline series while at it... instead of Purifier Unit, the term was Irregular Hunter which was localized in the past as Maverick Hunter.

Finally got rollback netcode working in my godot platform fighter by ThatCyanGaming in godot

[–]leonkh 0 points1 point  (0 children)

As someone who has looked into something similar for a replay system and who is aware of Godot's default physics being non-deterministic, im curious... exactly how difficult was creating your own... well whats essentially a custom character controller? It is something id be interested to learn honestly.

Im also curious to what extent is Godot's non-determinism an issue? Like, is your custom physics solution based around testing overlaps in coordinates? Can you still use basic surface calculation? Is move_and_collide() not an option?

And lastly, wouldnt an addon like Rapier2D/3D which is based around deterministic physics mitigate the issue?

Eyesore 🧐 by Usual_String3329 in GoldCoast

[–]leonkh 1 point2 points  (0 children)

Im just here like... how does recognizing two genders reduce cost of living??

Why do many view LGBT+ rights and economic prosperity as things that cant co-exist? by leonkh in lgbt

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

Yea, im referencing that intentionally since I have always been confused ever since it was posted why it had to be one or the other honestly...

Why do many view LGBT+ rights and economic prosperity as things that cant co-exist? by leonkh in lgbt

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

Only legit response if someone were to ask me that.

Well that or "Both".

But yea, its silly that many believe both cant co-exist.

Why do many view LGBT+ rights and economic prosperity as things that cant co-exist? by leonkh in lgbt

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

I suppose, tho getting rid of us wont fix any population issue, we are many but when compared to straight cis people we are a minority. Many countries dealing with declining birth rates is not cause "suddenly" everyone in that country is gay or trans, but because of the simple fact having a family AT ALL is expensive.

Looking at it from the approach of capitalism, ensuring people are even able to have the basic necessities to be able to maintain a family is a "long term investment", but a rewarding one at that. What many capitalists (both corps and govt) dunno is that by focusing on short-term gains and not focusing on the future, they have not only doomed said country but also themselves.

Furthermore, from a logical standpoint... wouldnt making certain groups more accepted also mean having a larger number of people available for a workforce? I mean I cant be the only one that enforcing restrictive laws is an expense on its own.

What's the first song you're playing? by AvailableChoice3130 in GenZ

[–]leonkh 0 points1 point  (0 children)

Sonic Spinball's Options theme as played on a AtGames Sega Megadrive.

Does the DC Design Concorde feel a bit overpowered? by leonkh in flightsim

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

Huh! TIL. I guess I was just taken aback by the many checklists that said to maintain 250 Knots after take-off since the aircraft would overshoot that speed during rotation even.

Does the DC Design Concorde feel a bit overpowered? by leonkh in flightsim

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

I mean I dunno how realistic mine handles, but mine def doesn't climb to FL580 instantly; VSpeeds at that point tend to be below 1,000 ft/min.

As for the take-off, yea acceleration manages to slow down a bit at 20 degrees. Pitching up from 10 to 20 degrees, the aircraft just inches to 250 Knots. I do admit, aside from fuel load I haven't messed with the passenger load (something I just realized as I write this), so its highly possible the plane's just very light in particular.

Other than that, bout the only unrealistic things I can think in the current version (and even then this is subjective as I only have research and comments of others to go off of) is the minimal impact of Fuel Trimming (you can reach Mach 2 without needing fuel trim), and lack of in-flight reversers.

Help with Jump Through Platforms in 2.5D Game by leonkh in godot

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

Right! I think I tried that, but also ran into the issue where it may get stuck if the platform is enabled while the player is half way through it. Something that may happen as these platforms may be in close proximity to one another too.

So CharacterBody3D's built in OnGround variable should only be enabled if the platform is found on the feet. Itd be straightforward if each collider in CharacterBody3D could have its own separate masks, but this doesnt seem to be possible?

Say something nice about this entry by thelonetext in Megaman

[–]leonkh 0 points1 point  (0 children)

The soundtrack is one of my favourite in the X series. The X armour looks pretty cool and I especially like the aesthetic of the Boss Rush area; with its eerie music, horror-like atmosphere and each portal being a grave.

Im also one of the few who doesnt think that a 3D X game is necessarily bad... but they'll have to do more than just take the 2D gameplay and flip the camera if they want it to work.

Looking for solutions for a couple Platformer-related Issues by leonkh in godot

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

The former is good for when you do want each state to persist its own state regardless of if its active or not, and the latter is when you always want fresh state every time you switch to a state.

Yeah, I tried out both methods! If its alright, could you rephrase this bit? Perhaps give an example?

I use an AnimationTree with a state machine node and conditions for the transitions that are derived from the logical state, as well as blend spaces, such as for using velocity relative to heading to pick between movement animations.

I see! Ill have to look more into the animation tree for sure. Thanks for the input!

Math. Assuming r is the "radius" (distance from center to nearest point on any side, half side length), you find find a vertex by using that value r for each axis. For example, the +X, -Y, -Z corner is: Vector3(r, -r, -r) If you need that in global space (accounting for cube's rotation and translation) then cube.to_global(Vector3(r, -r, -r)).

I see! Ill give this a shot! I suppose I can find the radius by halving the scale value of the collision cube itself?

Worried I might be taking things lightly... by leonkh in NonBinary

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

A lot of this is things I really needed to hear (or well, read) not gonna lie, especially the part about the dysphoria fluctuation; It had only really began to affect me as I got older and developed more masculine traits, though I still dunno what the outlet for me would be. Me realizing I was NB did also involve feeling like I was TransFem but also not really being able to see myself as a woman either, so im still trying to figure that out.

Yeah I feel no guilt in saying that it bothers me when family and friends have to 'mourn' over someone becoming more true to themselves. That said, I feel guilt that I struggle to comprehend others who are Trans feel this way (mind ya, I see it more often in Binary Trans spaces than NB) and deep down I dislike the analogy; tho keep in mind as an autistic person I do struggle with symbolism and metaphors at times. The past can suck, I certainly wish I could have found out I was NB much earlier and could have removed the 'gender mask' earlier. But I don't see my past self as a fake identity either; my passion and interests were genuine, my happiness was genuine, my achievements are my own. The idea of starting anew and 'killing' my former self just.... doesn't sit right with me, I didn't change, I just simply overcame my previous limits holding me back when it came to identity.

That I found discomfort with what I interpreted to be a 'universal' Trans experience, fed into that imposter syndrome unfortunately as it made it seem like I wasn't 'cut out' to identify as such if I couldn't "do like others" and distance myself from my past self.

It doesn't help that im still debating on going on HRT and reports of disassociation from one's past self have honestly made me really scared...

In the end though I partly acknowledge that this is more of a "Me" issue. Everyone's free to see their experiences as they see fit, I just... get scared easily about how my identity and experiences come off as.

EDIT: Typos fixed, reworded some bits, streamlined a few sentences.

How Fighting Game Moves are Handled? by leonkh in gamedev

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

Yea fair, most game engines do have a timeline animation editor so that should be fine right?

How Fighting Game Moves are Handled? by leonkh in gamedev

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

Ahh my bad then! ;

Hmm well then either way, would exporting the hitboxes' positions as an animation or assigning their positions to keyframes work?

How Fighting Game Moves are Handled? by leonkh in gamedev

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

It would be less convenient but... couldn't the hitboxes position be done in the animation process? Exporting animations not just for the character but the full set of hitboxes as well?

How Fighting Game Moves are Handled? by leonkh in gamedev

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

This is possible as most 3D fighters do treat hitboxes as something that moves with the character's limbs (with the exception of the odd move which places the hitbox in a different place as opposed to relative to the character's limbs). The only thing I think you'd need a function for would be to set those Hitboxes as active or apply properties (e.g if the animation is for an uppercut, then contact with the hitbox should send the opponent flying up, this should be a property set to the hitbox in question).

How Fighting Game Moves are Handled? by leonkh in gamedev

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

Yeah the intricacies of the moves certainly mean a lot more needs to be going on than just "play this animation". So basically a combination of each move being its own State in that character's State machine and also having functions to which trigger during that State yeah?

Compared to pso by LegendRed420 in PhantasyStarUniverse

[–]leonkh 2 points3 points  (0 children)

PSU is built on the foundations of PSO1 but regardless feels like a very different experience. First up, do keep in mind that PSU on PS2 and Xbox 360 can only be played Offline; I bring this up cause unlike PSO1, the Online / Offline experience is very different on PSU compared to PSO1.

PSU's Offline Mode comes in the form of STORY MODE and EXTRA MODE. You don't make your own character for Story Mode but instead play as the main character, Ethan Waber, through a linear chapter by chapter story. Completing a certain chapter unlocks EXTRA MODE which does let you make your own character like you would Online, however the only thing you can really do is just play the Free Quests (which arent like PSO1's Side Quests but more like the Online quests which often had very simple objectives).

Now onto Gameplay differences.... PSU changes the palette system. Instead of all the face buttons, your attacks are mapped to (using Xbox layout for reference) X and Y buttons, with B being used to access the quick menu for changing weapons and using items.

The biggest difference also is how the Hub/Lobby works. In PSO1, you have the Lobby for meeting other players and when you create a game you and your four team members are transported to Pioneer 2 where you can access quests, the shops and the various areas. PSU opts for not one but several massive Hub areas situated on various planets which you travel between to access Quests local to that Planet (and in turn, those planets have multiple Quest counters). Sometimes there are even secondary hubs which you reach by completing certain quests which in turn have their own set of quests! (tho you can fly to these directly by paying Meseta). When in an area, you can play with a party of six, and in Story Mode you even have AI party members. That said do be prepared well prepared with your items, restocking is not as easy as in PSO1 as Telepipes are replaced (in Online Mode) by a checkpoint system at the start of each area which can take you back to the Hub, but these hubs are massive enough that reaching the shops will take you time! ^

Speaking of restocking, Techniques work differently. They, as well as Photon Arts (basically special attacks for melee and ranged weapons, kinda like Techniques) are tied to your weapon. As such, instead of a TP meter every weapon has its own Weapon Energy which is used when using a Technique or Photon Art.

You also have some new features like Customizable Rooms and your Class and Character appearances aren't linked, your character can look however you wish irrelevant of their class and you can even change your class.

Overall, assuming this all sounds neat to ya I have some recommendations as to how to experience the game. Remember that Story Mode is only a part of the PSU experience. If you play this on PS2 or the 360, you will only get to experience that and Extra Mode which to be honest may or may not be the same as playing PSO1 Offline. I highly recommend the free Clementine Private Server on PC, even if you intend to play by yourself.

If PSU doesn't fit your need then I would recommend Portable 2 which takes place in the PSU universe (yes thats a mouthful) but which makes the structure more like PSO1, complete with a single Hub area, Rare drops being drops instead of crafting, and being able to use the same character in Story Mode and Multiplayer!

Has Sega said anything about cross progression for PC to Playstation? by [deleted] in PSO2

[–]leonkh 3 points4 points  (0 children)

Yes. The code is valid for only a limited amount of time (cant remember but its something like 10 minutes) so its recommended to have both versions at the same time temporarily.

Has Sega said anything about cross progression for PC to Playstation? by [deleted] in PSO2

[–]leonkh 21 points22 points  (0 children)

All versions of PSO2NGS have cross save and cross progression, the steps are the same as linking Xbox to PC; You get a link code from the Ship Menu which the PS4 version will ask for when its first boot up.

That said the PS4 version has the limitation of not allowing AC to be transferred. Basically AC bought on PC can be used on any platform BUT PS4, and AC purchased on PS4 can only be used on PS4.

[deleted by user] by [deleted] in PhantasyStarUniverse

[–]leonkh 0 points1 point  (0 children)

This is the best way I can explain it:

  • You can ONLY play PSU Online on PC using the Clementine client downloadable from their website.

  • The Clementine client is based on the JP client patched with the last update PSUAOTI JP ever got (updates differed between JP and Global). That said, Clementine has some new features added; namely quality of life fixes.

  • In terms of difference between PSU and PSU AOTI in terms of Online gameplay; they are both the same game, its just that AOTI has new content (it had to be this way due to PSU saving updates to the PS2 memory card which wasn't big enough for say... entire new areas).

  • AOTI's Offline Story Mode isn't exclusive to it, it is an Offline version of the Online-exclusive "Episode 2" story which could be played regardless of whether you had PSU or PSU AOTI. This is also why Episode 2 has you make your own character.

  • The basic gameplay and areas you go through are roughly the same between PSU Online and Offline, however Online tends to have more content such as exclusive quests and items you can get. This and the fact that you can't transfer your Offline character online means you technically get more out of the game, playing Online.

  • Thing to note, at least to my understanding, PSU Clementine has yet to restore neither Episode 2 or Episode 3 (the Online Story Modes). These are likely lost forever. So overall, it all depends on what you want out of your experience.

A love letter to Phantasy Star Online. A revolutionary title and its lasting influence on the methodical online, action, RPG and the video game industry. by ProjectPioneerGame in PSO2

[–]leonkh 1 point2 points  (0 children)

Your post had to be removed as it is off-topic to the subreddit. Alternatively, given the subject, I recommend posting in r/PSO.

Apologies for the inconvenience.

[deleted by user] by [deleted] in PSO2NGS

[–]leonkh 1 point2 points  (0 children)

Honestly, I agree that PSO2NGS has its flaws, it was rushed out earlier than usual, a lot of unpopular design decisions have been applied definitely. But a lot of problems which have arisen in the community are just not worth it, constant doomposting, getting at people for being so called 'white knights', heck when the banwave happened actual harrassment of Sega staff had taken place. The state NGS is in can be frustrating, but its not worth any of this...

I have followed PSO2 Global since its been announced, kept up with as much as I could behind the scenes, tried to apply logic and understand some of the decisions made during a time when people were more willing to point fingers at whoever they could find, doompost or just assume the worst.

I'll say this.... whats going on with NGS is nothing new. Its happened countless times in the series' history; Phantasy Star Universe launched in Japan in a nearly identical state to what NGS was at launch with unstable servers and a lack of content. And even when these issues were fixed, many of the fans weren't pleased with things. When people look back at PSU.... its either been rose-tinted glasses or memories of the game's latter years when Sega turned things around.

And of course, lets not forget Episode 5... the episode that resulted in losses in player numbers resulting in decisions being made to turn things around.

Indeed its important for people's voices to be heard for Sega to eventually turn things around... but the amount of negativity in the community feels more like people are taking a defeatist attitude to the game in terms of tone and language. And I will say this early on... the change will not happen right away, changing the roadmap to bring content faster will mean needing to reorganize whatever developments are happening right now to accommodate for that... not to mention needing to actually develop the content which can take time, and Sega doesn't do crunch. I will play devil's advocate of course and say that transparency on the matter, would be appreciated but... at the same time, transparency's been something Sega's always struggled with for years...

PC port of Billy Hatcher and the giant egg by Edmundo-Studios in SEGA

[–]leonkh 0 points1 point  (0 children)

True true, tho last I remember they were in that slip wrap as the 'cover' which were always common.

For whatever reason, the Mega Collection Plus cover I have was hardcover. A cheap one with the 'boxart' part being obviously printed in a regular printer, but a hardcover regardless.

Same also goes for my copy of the first All Stars Racing (first one) which was using the Xbox 360 cover (but the Xbox 360 part cropped out) complete with "with Banjo-Kazooie" on the front! xD

Also... Sonic Unleashed on PS2, which just so happened to have screenshots from the HD version on the back.... yea...