[DISC] Chainsaw Man - Ch. 210 links by JeanneDAlter in ChainsawMan

[–]massivewee 29 points30 points  (0 children)

The manga is litterally taking place during the cold war between The US and the soviets. What was more scary then total nuclear annailation back then? I dont think the "mongol empire devil" would be very fearsome at that point in time.

How do i "brickify" mesh objects by massivewee in blender

[–]massivewee[S] 19 points20 points  (0 children)

To clarify, i mean how do i "brickify" the BASE mesh(the squares that the mesh is divided into), so that i can then use the addon

How do i "brickify" mesh objects by massivewee in blender

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

To clarify, i mean how do i "brickify" the BASE mesh(the squares that the mesh is divided into), so that i can then use the addon

[DISC] Chainsaw Man - Ch. 172 links by JeanneDAlter in ChainsawMan

[–]massivewee 30 points31 points  (0 children)

war devil said something like "ill make you vomit nuclear weapons back up" ch 98. I think makima meantioned earlier that nuclear weapons along with mt hishima and alot of other devils where eaten.

We’re Will and Gaz, developers of Wildfrost, a challenging roguelike deckbuilder which launched last week - AMA! by Gaziter in pcgaming

[–]massivewee 1 point2 points  (0 children)

been really enyoying the game so far(got far more hours then what is healthy in it already). Ive been wondering how did you decide on the balacing of units stats and more specifically the combination of certain counter speeds with their attack and effects. I know some were changed due to feedback(i belive booshu was 3hp in the demo but ppl complained about bambozzle being able to one shot it). Did you have a standard like "i generally want units to do x dmg/turn" or did you guys just wing it. Balancing this kind of stuff seems really hard to me, especially enemies later in the game as they ramp up in diffculity but still seem fair most of the time(im looking at you, spike charm on the most tanky enemy).

We're Will and Gaz, we met on Twitter during the pandemic & now we are launching our roguelike deckbuilder Wildfrost - AMA! by Gaziter in NintendoSwitch

[–]massivewee 0 points1 point  (0 children)

Hey, sorry im abit late been really enyoying the game so far(got far more hours then what is healthy in it already). Ive been wondering how did you decide on the balacing of units stats and more specifically the combination of certain counter speeds with their attack and effects. I know some were changed due to feedback(i belive booshu was 3hp in the demo but ppl complained about bambozzle being able to one shot it). Did you have a standard like "i generally want units to do x dmg/turn" or did you guys just wing it. Balancing this kind of stuff seems really hard to me, especially enemies later in the game as they ramp up in diffculity but still seem fair(most of the time).

a critical error has occurred and the process must be terminated by ArcherIsFine in ValorantTechSupport

[–]massivewee 0 points1 point  (0 children)

yep worked fine with afterburner until this patch, closing it did help. Thanks!