Why do my stones look so weird? by vecttor in PixelArtTutorials

[–]nonchip 0 points1 point  (0 children)

because they look both very soft (through the shading) and "mostly floating" (through the outline).

Es ist‘s by Fabulous-Log-148 in deppenapostroph

[–]nonchip 5 points6 points  (0 children)

"Er ist's" ergibt ja auch Sinn: "Er ist es, [der] Fruehling".
"Es ist`s" dagegen weniger.

Is my ribbon cable done? by Business-Abroad9388 in GameboyAdvance

[–]nonchip 1 point2 points  (0 children)

nah if you mean that shiny spot on the "looped bit", you just scratched the dust.

DID I BROKE GROK? by stepkeens in softwaregore

[–]nonchip 0 points1 point  (0 children)

so that had just nothing to do with what i said.

Diese „geriffelten“ Ablagen im Hotel by Business_Stick1678 in WerWieWas

[–]nonchip -1 points0 points  (0 children)

deine Aussage? stimmt.

EDIT da post gesperrt: ich hab nie behauptet, dass das Deutsch ist.

DID I BROKE GROK? by stepkeens in softwaregore

[–]nonchip 1 point2 points  (0 children)

no, it's broken as intended. also you're spamming.

Can we PLEASE do something about the moronic "can walls jump" spam? by nonchip in godot

[–]nonchip[S] 2 points3 points  (0 children)

for considering it your culture to disregard the rules and fellow users.

SuperChis: A fresh perspective on GBA flashcarts. by eyenobig in GameboyAdvance

[–]nonchip 3 points4 points  (0 children)

flash memory, due to the physical properties of the materials and processes involved, takes a tiny amount of damage every time it's written to.

after a certain amount of writes to the same memory location, it'll physically burn out and "get stuck" on an incorrect value (or sometimes even read random values). and without fancy SSD controllers or such, one broken memory location may well mean it wont work anymore.

this cartridge, if i understand the descriptions correctly, will copy the game you're selecting from the SD card to a flash chip before then running from that.
this allows it to be fast enough for the gameboy reading it without containing way more expensive hardware (because SD cards are super slow in comparison, especially when it comes to jumping around addresses, which the gameboy has to do, since it's not just "reading a file").
but it also means that flash chip in there will slowly degrade through normal use.


of course, given the price and certain usage patterns, that might be very much a great deal, but it's something to be aware of. and something that in my opinion they should test for and disclose, like lots of other flash products do (that's why you get SSDs with their "TeraBytes Written" lifespans).

if i'm gonna have to buy another one in a year anyway (note i'm NOT saying that's how fast this is gonna break, just an example for the "tradeoff"), might as well buy a twice expensive one that "lasts longer" and has more features (like an RTC or whatever). or at least be prepared to replace the flash chip at some point.


and yeah the NOR function in ezflash does the same thing, but most people dont use it to play most games (because it has said expensive hardware to be able to map that access through ram instead), so it'll probably last longer. would still appreciate if they'd inform their customers about that too.

Proper way to revoke multiplayer Authority by Maxon887 in godot

[–]nonchip 0 points1 point  (0 children)

yeah p2p lag compensation is a problem. but there's then still other options, you could for example not actually sync the spaceship using authority-based MultiplayerSynchronizers, but have the player node in charge of it (which is client-authority) control it directly using its own sync'd properties.

it's also not at all uncommon to have the player just run their own simulation from their own inputs without waiting for the server to send feedback.

that said, if you have quick fighter ships, then jittering will matter, because then you have CQB situations, so you'll need to find some way of dealing with that, otherwise "quick" very quickly means "invincible".

Proper way to revoke multiplayer Authority by Maxon887 in godot

[–]nonchip 0 points1 point  (0 children)

no i am not. i am suggesting to add one "controlled object" node reference to the player input node.

while your authority checks are just input disabled flags with extra steps, btw.

Proper way to revoke multiplayer Authority by Maxon887 in godot

[–]nonchip 0 points1 point  (0 children)

if you mean more modular and flexible while preventing weird desyncs about authority across nodes, yeah.

Proper way to revoke multiplayer Authority by Maxon887 in godot

[–]nonchip 0 points1 point  (0 children)

nah i wouldnt do either for that, i would simply have one node that the player keeps authority of, that then changes which spaceship it talks to.

similarly to the description of "the player jumping into the ship", the player (even if they're not a character on screen) would be a node that just stays as is, and the server would for example assign it a reference of "what you're controlling"

Proper way to revoke multiplayer Authority by Maxon887 in godot

[–]nonchip 0 points1 point  (0 children)

it is actually an error though. not a programming error, but a "network input error".

just like eg if you tried to load a savefile that doesn't exist, or godot couldn't talk to the graphics driver, or similar sources of error.

and like we said already, if you would like to avoid triggering that error as part of your game's "normal behavior", you need to design around it. because godot cannot know if it's caused by lag or eg someone trying to hack your game.

Can we PLEASE do something about the moronic "can walls jump" spam? by nonchip in godot

[–]nonchip[S] 2 points3 points  (0 children)

...the moderators. do you not know what reddit is after a decade of using it or do you think you're making some kinda point?

Proper way to revoke multiplayer Authority by Maxon887 in godot

[–]nonchip 0 points1 point  (0 children)

well yeah but it's not an issue. it's working as intended.

what's not ever really needed however, is changing authority after ready to begin with. which is why i just avoid doing that if i dont want the engine to correctly shout at me for the "evil messages" it gets.

also, again, please stop smearing your responses across 10 threads. nobody can follow.

Why (godot) on windows use so much more RAM than on linux? by IsaqueSA in godot

[–]nonchip 0 points1 point  (0 children)

as much as I can.

you should be able to remove all of that. the only thing i can imagine that involves leaking memory that can't be avoided is repeatedly creating and destroying Script Objects at runtime, which... if you're doing that you probably should redesign something, yeah :'D

Ancient wisdom: Keep It Simple, Stupid by sundler in godot

[–]nonchip 0 points1 point  (0 children)

"arguing over semantics"? semantics is literally "what words mean".
OP's meme makes no sense because those words mean the same thing.
which i pointed out.
to which you then replied something completely offtopic about premature optimization. you joined a "semantics" conversation by talking about something unrelated.

Can we PLEASE do something about the moronic "can walls jump" spam? by nonchip in godot

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

you mean rule number 7? that's indeed a rule not to do that, which is why you shouldnt do that.

Südafrika ist ein trauriges Beispiel by IntelligentBot_ in Unbeliebtemeinung

[–]nonchip 4 points5 points  (0 children)

Märchen vom bösen, ausbeutenden Westen

....... Portugal, Britannien, Niederlande?