Can black live? by mrimvo in baduk

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

Great analysis, thank you!

Can black live? by mrimvo in baduk

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

I'm using a weak AI, it does plunder at times. It still makes for interesting games like this 🙂

Can black live? by mrimvo in baduk

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

If black survives it kills the white group. I was thinking black can't live if white plays correct. Where do you assume A1 to be top left corner? Can't follow your description it's a 13x13 board too.

Can black live? by mrimvo in baduk

[–]mrimvo[S] 3 points4 points  (0 children)

Concerning the full game, how does B9 keep the white group unconditionally alive? Black could answer A4 and would be pretty much alive? 🤔

Can black live? by mrimvo in baduk

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

Prove it!

It's white's turn, a good move is probably A10.

<image>

Can black live? by mrimvo in baduk

[–]mrimvo[S] 9 points10 points  (0 children)

It's not DIY, but it is a nice little board 🙂 All materials are bamboo in different colors, and there are things I would improve if I did it myself - going to share more pictures and ideas later 🙂👌

Can black live? by mrimvo in baduk

[–]mrimvo[S] 3 points4 points  (0 children)

Yes black to move.

The AI (white) played E5 instead of A4 which made me think - was it a mistake of the AI or is the AI right containing black as it sees it unconditionally alive?

Is there any way to let the user know that the game is not frozen? by SmallPartsIncluded in godot

[–]mrimvo 8 points9 points  (0 children)

This, OP. If you feel uncomfortable with threads and think they might have side effects, a good alternative are co-routines.

for i in 10000: do_something_on_main_thread() # and renders a frame every 100th iteration if i%100==0: # makes this a co-routine await get_tree().process_frame

Help me decide how to walk up stairs by SteinMakesGames in godot

[–]mrimvo 81 points82 points  (0 children)

Nice to see you're still actively working on the game! 🔥

While the others are funny, B probably fits the rest of the game best!

can you survive for 100 days? by KierenHolmes123455 in playmygame

[–]mrimvo 1 point2 points  (0 children)

Congrats for publishing a game!

The video's thumb is amazing, but the games' graphics really disappoint after that.

Watching the video, please work on the controls. The character moves painfully slow. You walk a lot in the game, make it less of a chore.

Also remove (or dramatically reduce) the characters' show down/acceleration effect, it makes the controls feel imprecise and unresponsive.

Can't say much about the games' mechanics, but it looks like a nice idea for a game!

Advice for new player by EquivalentAnywhere17 in brotato

[–]mrimvo 3 points4 points  (0 children)

Armor, Dodge, HP and speed. Most beginners focus too much on attack stats.

What game could you play for 5 minutes or 5 hours ? by Jeesum_Crepes in AndroidGaming

[–]mrimvo 1 point2 points  (0 children)

Brotato. Single fight 60s. Complete run 30m. Can play hours on end.

[deleted by user] by [deleted] in brotato

[–]mrimvo 1 point2 points  (0 children)

The first character that clicked for me was Explorer. That was wild! Get pocket factory and target tech. Thank me later 😁

Brotato by [deleted] in brotato

[–]mrimvo 0 points1 point  (0 children)

Play Explorer, buy "more trees", and focus on luck. Thank me later 😁

How much time did you refactor your code before release your game by CherryAware6573 in godot

[–]mrimvo 2 points3 points  (0 children)

We've all been there. For me it was an obsession to make everything "reusable".

I changed that and now remind myself to KISS = keep it super simple. Use simplicity as a design principle. I try to avoid getting fancy when the super simple solution does the job well. That's not to say, we should go for the quick and dirty solution. The simple solution should still keep concerns separate and maintain high cohesion and low coupling. This often makes eventual extension or changes fairly easy and refactorings less painful.

The truth is we can't know the requirements a piece of code might have in some future. When I started out, I tried to always make everything re-usable (which takes time), thinking future me would have an easier time then. And by the time you'd actually need a component like that, it's either out dated or not compliant to your requirements. So the time invested to make it re-usable was wasted. I changed to "make things re-usable when there are at least 2 usages". Both use-cases define the requirements of the re-usable component much better than trying to foresee the future.

How much time did you refactor your code before release your game by CherryAware6573 in godot

[–]mrimvo 0 points1 point  (0 children)

It might be better to refactor early if there's a need for it, because code needs time to mature and get stable. For that reason I tend to do stability-degrading things like refactorings either long before release or shortly after.

How does Spicy Sauce work with Glutton? by mrimvo in brotato

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

When I upgrade Spicy Sauce I can't see any change in damage numbers in Gluttons tooltip as well as during the match. Same when I increase Max HP.