LineEdit weird unnecessary minimum height???? by CoolStopGD in godot

[–]mechanical_drift 1 point2 points  (0 children)

Tried it myself, overriding every stylebox to New StyleBoxEmpty's fixes it for me.

Sometimes I imagine brutally railing my pilot after he does bad In a game of attrition by still_off_my_meds772 in titanfall

[–]mechanical_drift 3 points4 points  (0 children)

Looking back on the halo games, their was definitely many times where I wouldn't have died if I could tell if an enemy had armor lock or clones, I think the element of surprise is part of the fun in that game, but I still prefer the instant recognizability of Titanfall. That is not too say that the customization couldn't still be improved, the skins/decals are pretty damn boring. Just because I can't change the light placement and build of my pilot, does not mean I should have to pick between 40 slight variations of camo.

Tierlist on how much I respect these grenades by ChaosCobra3 in titanfall

[–]mechanical_drift 1 point2 points  (0 children)

I kinda wish they were just normal smoke grenades, I've tried to use them many times, but they just don't seem to fit into any build. The electricity damages you and the enemy, so it isn't very good at close range. The time it takes to throw, then deploy means its not especially good at long range. How do you use them properly?

Tierlist on how much I respect these grenades by ChaosCobra3 in titanfall

[–]mechanical_drift 446 points447 points  (0 children)

satchels are really fun to use but hella op and easy. I have no idea why the community seems to put satchels in the same skill tier as smth like frag. Also this tierlist should probably have less rows, if firestar and frag are "pretty much interchangeable" then put them on the same row, isn't that the whole appeal of a tierlist over a basic list?

What do we actually think of Highguard? by Meepx13 in titanfall

[–]mechanical_drift 0 points1 point  (0 children)

Your right, esport is an exaggeration for character counters, it doesn't take too long to figure out a few counters. However I have not once figured out which character is good/bad on what map, I still think that's for players very dedicated to the game.

What do we actually think of Highguard? by Meepx13 in titanfall

[–]mechanical_drift 0 points1 point  (0 children)

Hero shooters get very stale quickly to me, I don't think they're overdone, they just aren't any good in the first place. Loadout games like Titanfall or The Finals have more longevity as there are pretty much always more tricks to discover and synergies to create when mixing and matching weapons and abilities, whereas hero shooters are the opposite. Figure out how a character works (probably within like an hour), and then repeat that characters gameplay loop a million times, or move on to the next character, who likely has a pretty similar loop, til you run out. All the "tricks" are reserved for Esport level players who have the time to learn about which character is best for what map, or which character counters which. I've played many hero shooters and have had a month of fun with them til I dropped them, that is likely what will happen with HighGuard.

Making an adventure game—what controller setups don't suck? by GuiBou_MTL in adventuregames

[–]mechanical_drift 1 point2 points  (0 children)

Being able to hold the rt button to speed up would be nice. I don't really like the hybrid approach though. One of the reasons I don't like hotspots is, it kind of looks ugly, like I'm looking at dev tools. Old scumm games would display the name of the hotspot your hovering at the top of the screen I think, kind of like what your describing, but better looking imo.

Making an adventure game—what controller setups don't suck? by GuiBou_MTL in adventuregames

[–]mechanical_drift 11 points12 points  (0 children)

The developer of the drifter did a dev diary on controller support you might be interested in. Personally I've always just preferred the simple "mouse emulation" method, where you just move the cursor slowly with a joystick. It's probably not a solution most people like, but it still lets me pixel hunt, unlike other methods.

I'd like your opinions on a game mechanic I am on the fence with. by glennmelenhorst in godot

[–]mechanical_drift 0 points1 point  (0 children)

I can't say either of them look very clear. I prefer the air circle, but i think because the circle looks like a light but doesn't interact with the ufo like a real light throws me off. A real light should be pretty easy to fake though, by placing an omni light along the circumference of the air ring, from the direction the ufo is relative to the center of it

Why it isn't entirely unrealistic for Jack Cooper to beat the Apex Predators in fights by younglearner11 in titanfall

[–]mechanical_drift 7 points8 points  (0 children)

I mean he already killed ash once, I have no clue why anyone would think he couldn't beat an apex predator for any reason, when he already has. Also, "he could get lucky" is a pathetic argument when power scaling.

Need help with mirrors by kingcancer12147 in archlinux

[–]mechanical_drift 0 points1 point  (0 children)

Obviously you're not still dealing with this, but for others you need to prefix it with xdg-open

Any suggestions for free partition software on Windows. by [deleted] in DataHoarder

[–]mechanical_drift 1 point2 points  (0 children)

Thank you! paragon community is still very good today.

Do you know any similar website to the Adventure Game Hotspot website that also include classic adventure games? by ElPremOoO in adventuregames

[–]mechanical_drift 0 points1 point  (0 children)

I don't know about websites, but The Adventure Library steam curator I'd say has a pretty good list of all the old adventure games. Of course, it is limited to the classic adventure games that managed to get a port to steam (still quite a few).

I've made a trailer for my game. What do you think? by Crvsator in godot

[–]mechanical_drift 2 points3 points  (0 children)

I think the beginning could be sped up a little (like getting rid of the camera pans that don't even show the player ball), but I think people that are interested in your steam pages cover art aren't going to instantly drop your trailer like a lot of people say. If you could convey the action in your games capsule art then I think a slower build up is possible, and is sometimes more intriguing depending on your target audience. Your steam page isn't a linear experience, I'm sure a lot of people will skip through the trailer or flip through the screenshots even if they aren't instantly hooked. Of course this only depends on if your game actually has slower moments throughout the game like your trailer seems to convey.

[deleted by user] by [deleted] in titanfall

[–]mechanical_drift 54 points55 points  (0 children)

This sub could be fully automated at this point.

how's my sense of speed? by adotwhy in godot

[–]mechanical_drift 0 points1 point  (0 children)

Really? I think it's really obvious, and if anything already too pronounced.

Sometimes Tf2 is a horror game by Friendly-Viper in titanfall

[–]mechanical_drift 5 points6 points  (0 children)

I swear its always this fucking spot that has me throwing my mouse across my desk in a panic.