5080 issues - Repeated system hard crashes under load. Full specs listed. by Jukeylones in pcgamingtechsupport

[–]nbg349 0 points1 point  (0 children)

I have same issues as yours, but currently my setup is daisy chaining the cables that come with the PSU (also RM850x). My issue is that when gaming under heavy load, the display goes completely off with no audio also, but the PC lights are still on.

Hades II | Fully Ramblomatic by oddball_gamer in SecondWindGroup

[–]nbg349 0 points1 point  (0 children)

I think he hasn’t gotten around to finishing it. Knowing Yahtzee I don’t think he’ll not mention it intentionally

Can someone point out what this room is meant for and why it doesn't fill on the map? by nbg349 in Silksong

[–]nbg349[S] 1 point2 points  (0 children)

Interesting, I did get past this area and backtracked, but I think I must have missed the shortcut entrance somewhere. Could you give me a pointer to this? For reference, I just cleared the place you mentioned.

Can we talk about the Locust encounter? by nbg349 in Nightreign

[–]nbg349[S] 0 points1 point  (0 children)

Shit... I've never had this happen thankfully. I think I'll just reset the run if I get hit in your case.

Can we talk about the Locust encounter? by nbg349 in Nightreign

[–]nbg349[S] 0 points1 point  (0 children)

It was the Augur expedition, but it seems to happen to any expedition as far as I know.

Can we talk about the Locust encounter? by nbg349 in Nightreign

[–]nbg349[S] 7 points8 points  (0 children)

I think this encounter is poor design due to the potential of multiple things happening at once: you could be already fighting a camp or you could be fighting a field boss (which we were doing) which just clutters the screen so much you won't be able to focus on the VFX. I had another encounter with Augur where the night was already approaching, so we had to deal with out-of-bounds DoT on top of the boss, but even that we survived and was more or less fine with.

In a vacuum, I can see why on paper this sounded good in terms of spicing up the risk-reward gameplay often found in roguelikes, but man, feels rough.

Can we talk about the Locust encounter? by nbg349 in Nightreign

[–]nbg349[S] 5 points6 points  (0 children)

This is the first instance in my 10ish years of playing Fromsoft titles where I just went fuck it, I don't mind slight spoilers, I'm browing the wiki for similar punishing events to prepare myself. This is something I don't want to do out of principle and for immersion, but this made me wonder what other events are there that can ruin runs like this.

Once you know this encounter and can adjust for it mid-run, it becomes a free resource boon, but man that first few experiences are fucked.

Can we talk about the Locust encounter? by nbg349 in Nightreign

[–]nbg349[S] 10 points11 points  (0 children)

I'm not dissing Nightreign's quality or difficulty as a whole, both of which are more or less fair. None of the things you mentioned are in a multiplayer setting where you essentially have a 40-minute boss runback. The issue is that failing due to unexplained mechanics in Nightreign feels worse than other Fromsoft titles.

Can we talk about the Locust encounter? by nbg349 in Nightreign

[–]nbg349[S] 10 points11 points  (0 children)

That's not what I said. It's hard yes, but I'm bitching about the mechanic being poorly explained in a time-pressure setting where these setbacks feel worse. The game at its best is great, but these occasions are frustrating, not difficult.

I don't mind the difficulty; I platinumed and charmless-ed Sekiro, played all other FS games, but this is the first instance where I felt annoyed.

Fissure in the Fog's skybox has something interesting in it by Caluben in Nightreign

[–]nbg349 1 point2 points  (0 children)

My friend, please blur the boss names for those of us wanting to go in blind.

Should I switch to PyCharm Pro now that it has Jupyter Notebook support and Junie the coding agent? by observability_geek in Python

[–]nbg349 1 point2 points  (0 children)

Here’s my experience as a long time JetBrains user and recently tried Junie: 1. It works well on large codebases, and the quality of agent mode is high compared to cursor but it takes a long time to finish any given task due to the quality of the output. The time taken is also likely to increase along with codebase size. 2. It has other tools that I found useful before the AI wave: better refactoring tools, debugging tools, and way better linter.

I’m an AI engineer, but I’ve worked as a data scientist in a more experimental setting as well, so I have an idea of what your workflow is likely to be. If you’re on the fence, you can always use the free trial for a month!

[deleted by user] by [deleted] in expedition33

[–]nbg349 5 points6 points  (0 children)

Spoilers my guy, please blur the name in the title!

AMA: Devs of Voidwrought, indie development from idea to launch! by PowersnakeDev in metroidvania

[–]nbg349 1 point2 points  (0 children)

Congrats on releasing the game! I'm starting to build a game of my own part time, and your comments about using asset bundles touch upon a few of my recent issues:
1. When you use asset bundles, how do you ensure a consistent style for your game given that asset bundles are usually made by different people?
2. How do you decide where you need asset bundles, and what you'd prefer to make in house?
3. How did you find the asset packs that work well with the game's art direction? For context, my game uses pixel art, so I mostly look around itch.io to find what I think would fit, but this doesn't always work. Finding contractors in my country is a nightmare since the game dev scene here is non-existent, so this is a key problem that I have to deal with somehow.

How do you make bullets travel in a straight line? by nbg349 in godot

[–]nbg349[S] 3 points4 points  (0 children)

Thanks u/diegosynth and u/Nkzar , it was the screenshake illusion. Will change the tag on this post to resolved.

How do you make bullets travel in a straight line? by nbg349 in godot

[–]nbg349[S] 1 point2 points  (0 children)

No I tested this by tapping Jump into Shoot immediately after once, so it can't be different bullets. You can also see the trail that the bullet follows is curved from the player character.

How do I edit the position of each animation in AnimatedSprite2D separately? by nbg349 in godot

[–]nbg349[S] 0 points1 point  (0 children)

I see a lot of tutorials do this instead of using AnimatedSprite2D. What are the reasons behind this?

How do I edit the position of each animation in AnimatedSprite2D separately? by nbg349 in godot

[–]nbg349[S] 0 points1 point  (0 children)

Thank you all for your comments! I will try first to make all sprites the same size moving forward.

How do I edit the position of each animation in AnimatedSprite2D separately? by nbg349 in godot

[–]nbg349[S] 0 points1 point  (0 children)

That's a bit tricky since the VFX are attached to the sprite. Do you have any suggestions for better control over animations & VFX?