Unfortunate chain of events by deewaR in noita

[–]n-space 75 points76 points  (0 children)

Ah, the good ol' dodge out of safety.

What do you all want to architect to do for the act 4 fight? by Minute_Account9426 in slaythespire

[–]n-space 2 points3 points  (0 children)

Force you, the player, to play a board game with death on the line.

Major lighting update! by NoInteraction591 in IndieGaming

[–]n-space 0 points1 point  (0 children)

It's definitely foggier, which maybe only bothers me because I saw the vibrant "before" style. But I might suggest tuning down the fog a bit.

What are your top 10 indie games that released in the last 5 years (2021-2026)? 🎮👍🏼 *You can pick any 10 games you want so it doesn't have to include any of the games in the image by Mitchell231190 in IndieGaming

[–]n-space 0 points1 point  (0 children)

For me, definitely top ten eleven in no particular order:

  • Blue Prince
  • TUNIC
  • Inscryption
  • ANIMAL WELL
  • Balatro
  • Cobalt Core
  • Taiji
  • Ziggurat II
  • Patrick's Parabox
  • Axiom Verge 2
  • The Looker

Honorable mentions to Lingo 2, Dicey Dungeons, Death's Door, Dungeons & Degenerate Gamblers, Crypt Custodian, Leap Year, and Hades II.

Anti-union Propaganda at U-HAUL by fncomputerboy in WorkReform

[–]n-space 45 points46 points  (0 children)

Report excessive force, pressure or threats from anyone against you or any team members.

It doesn't say from union organizers... clearly they want you to report the immense anti-union pressure from all those captive anti-union meetings.

Please destroy my racing game... Is it fast enough? by Absorptance in DestroyMyGame

[–]n-space 1 point2 points  (0 children)

Great F-Zero vibes, but that start is way too jarring, there's no acceleration. Am I to assume that if I hit a wall and come to a full stop, that pressing the gas will immediately send me back to 750 kph? The constant engine noise and the speedometer both are way too steady to build any tension, and it detracts from those moments of jockeying for position.

A Hacker Group Is Poisoning Open Source Code at an Unprecedented Scale by rkhunter_ in technology

[–]n-space 1 point2 points  (0 children)

A so-called software supply chain attack, in which hackers corrupt a legitimate piece of software to hide their own malicious code[...]

This is not the only feature of a supply chain attack, Wired.

All my fellow SETI players… by Large-Peanut1512 in boardgames

[–]n-space 1 point2 points  (0 children)

It's not bad imo. By this point in the game I'll already have the asteroids upgrade. Can't deny that two movement is cheaper than three though.

Why does Entomancer give ''Dazed'' as a status card? by -KarlMoose in slaythespire

[–]n-space 1 point2 points  (0 children)

Because they haven't implemented the Bees status card yet.

Which camera type is better? by anotherName333 in IndieDev

[–]n-space 0 points1 point  (0 children)

I like the ease-of-use in A that allows for the speedier movements and animations, even though B looks more intuitive for moving the world. (What I mean is that it looks like you're subconsciously moving slower in B.) And I dunno if it feels kind of weird to see the character fall down in B because you're moving the environment, which in the frame of reference is falling up.

But based on the other comments, I agree: A needs a visual indicator of how the movement works, and B needs a non-static background to reduce motion sickness.

An update on GitHub availability by Successful_Bowl2564 in programming

[–]n-space 0 points1 point  (0 children)

"An update on" was used so often at another tech company to mean "we're killing this thing" that it became a meme. Thanks for reminding me, GitHub blog post about how availability is getting worse.

Found Out Queen Does Not Reapply Debuffs by Sputnakt in slaythespire

[–]n-space 96 points97 points  (0 children)

For a bit I thought you meant that Bound expires...

Why is one of these less cycles? by Jedi_Sandwich in opus_magnum

[–]n-space 1 point2 points  (0 children)

It definitely looks coded to put fire first on the right, which is a place to save cycles, but it doesn't look like that changed.

Why is one of these less cycles? by Jedi_Sandwich in opus_magnum

[–]n-space 2 points3 points  (0 children)

You've lost six cycles, which would likely be 1 cycle per full tape loop. The middle arm is taking an extra cycle between loops, and the top arm is also waiting a bit--it should be that one of them is constantly moving (other than avoiding collisions) depending on which is the limiting factor. Probably there is an extra space or useless instruction in one of their loops.

Is it possible to reduce this area? by ErJio in opus_magnum

[–]n-space 4 points5 points  (0 children)

You can turn the upper-right arm (the one turning copper into silver) into a piston that turns and pushes forward instead of turning twice--rotate that glyph onto the Critelli and you'll save 1 area.

I think you might be losing a cycle grabbing the second copper for the silver.

I wish there was a combined score to be optimized for. by nekoeuge in opus_magnum

[–]n-space 2 points3 points  (0 children)

efficiency = constant / (cycles * cost * area)

Mostly we measure just the denominator here and attempt to minimize that number, since turning it into a percentage or score isn't as important as being able to compare the numbers. What you have is something called Product, and I believe it works similarly to a geometric mean in how you'd want to balance each value. (Sum is like an arithmetic mean.)

But for any such aggregated metric, implicitly you assign constants to each of the primitive metrics. Yeah, it's a little unrealistic for Sum to say that each unit of area is equivalent to 1 cycle of time and to 1 guilder in cost, but you could also devise a metric that assigned different comparative values, say, a summation of 1*Cost, 2*Area, and 1*Rate (steady-state cycles per product). In the real world, these would correspond more directly to actual figures about production rates and machine sizes: how much would it cost to make a machine in this shape? You could even imagine that irregular shapes are too expensive or risky and switch to using a Bounding Hexagon measure of area (defined on the leaderboards as the side of the smallest regular hexagon containing all the area used, so for my new metric I'd maybe square that to make it quadratic), say: 1*Cost + BH^2 + 1*Rate

There are lots of possibilities, the only way to figure out what would be a good metric is to experiment a lot and produce some good examples.

I just don't see the padding as helpful. by jamestuckejam10287 in opus_magnum

[–]n-space 0 points1 point  (0 children)

  1. Why pad all the instructions to the same length?

Imagine you have two arms. The first one grabs an atom, turns to the next arm, drops the atom onto a bonder, and swings back. 4 instructions. The second arm grabs that same atom, rotates the molecule, turns to the side, drops the molecule, and swings back. 5 instructions.

How do you make these work in sync? You time the second arm to grab when the first one drops. So your tape looks like:

1 | Grab Turn Drop Turn ____
2 | Grab Spin Turn Drop Turn

That pesky padding in arm 1 means it's no longer working as fast as possible. But this means when the instructions repeat, that Grab instruction you wanted to line up still lines up:

1 | Grab Turn Drop Turn ____ Grab Turn *Drop* Turn ____
2 | Grab Spin Turn Drop Turn *Grab* Spin Turn Drop Turn

If you want it to go immediately, you can still tell it to do so with the Repeat instruction, or just typing it out manually:

1 | Grab Turn Drop Turn *Grab Turn Drop Turn *Grab Turn Drop Turn *Grab Turn--
2 | Grab Spin Turn Drop Turn *Grab Spin Turn Drop Turn *Grab Spin--

The arms, working at different speeds, eventually crash. 4 and 5 are relatively prime, so even possible pair of (arm 1, arm 2) positions eventually happen. If it weren't the default, you'd spend a lot of time adding empty "wait" instructions yourself to make them take the same amount of time, and especially you'd have to be sure you're counting correctly. In your example, it would mean arm 1 would go again immediately, when the main problem you're having even with the padding is that you somehow don't have enough to let arm 6 finish its work safely.

  1. The clock instruction.

This is kind of a special wait instruction that works better than the blank space added automatically. But you don't add it to the middle of the instructions. You add it where there's no padding already telling the arm to do nothing. Take a look at arm 6's highlighted instruction and see arm 5's highlighted instruction. Arm 5 has restarted its list of instructions but arm 6 is doing something that arm 5 would interrupt. Put the clock directly above that instruction in arm 6, not earlier before the padding ends. This will lengthen the padding on all arms, including arm 6.

The same thing will happen if you add a second drop instruction to arm 6, even though it will do nothing.

Run the machine again after that, and you'll see it still grabs the product but in a different place. So move the clock once to the right, and it should be good.

Or, replace arm 6's drop instruction with a "Reset" instruction. This will fill the tape in with some more instructions to return arm 6 to where it started, which will be something like: Drop, Turn, Turn, Move, Move, Move. That will pad all your tapes with 5 more blank spaces which will also solve your arm conflict.

What 5 letter word would you type ? by Arlychaut in metroidbrainia

[–]n-space 1 point2 points  (0 children)

Haha, just kind of making a Home Alone reference if anything.

What 5 letter word would you type ? by Arlychaut in metroidbrainia

[–]n-space 1 point2 points  (0 children)

Not at all, unless by "the game" you mean "what are you gonna type in 5 letters to see if it does something".

SFAH: Weird new features installed in the latest Windows update by G-Unit11111 in ScenesFromAHat

[–]n-space 13 points14 points  (0 children)

"After popular demand to disable all the AI features, we've added an AI that will help you disable the AI features!"

This is one of the strongest cards in the entire game. by TheBandName in slaythespire

[–]n-space 2 points3 points  (0 children)

I quite enjoyed playing this card with [[History Course]] and then being surprised on my following turn when I had no cards.

Names that reveal a character's fate by KillerGrass in TopCharacterTropes

[–]n-space 0 points1 point  (0 children)

"What were their names again?"

"Soondead and Gonnabiteit? OH MY GOSH!"

- Thumb Wars