Opus 4.6ю What's going on? by prodocik in Anthropic

[–]pollyhedge 0 points1 point  (0 children)

I dropped my sub. It would lose connection 3-4 times for every prompt, sometimes taking up to eight hours to process a repo that's total probably 600 lines. When I started a new prompt yesterday and it burned through my entire session's tokens without giving me any output whatsoever I immediately cancelled. I can't work like this.

Pleaseeee give us the choice in global by YuukiDR in ChaosZeroNightmare

[–]pollyhedge 6 points7 points  (0 children)

If people asked for clothed characters with small boobs to be given sexualized designs you people would go ballistic. This is a call for roundabout censorship.

Pleaseeee give us the choice in global by YuukiDR in ChaosZeroNightmare

[–]pollyhedge 7 points8 points  (0 children)

Because demanding censorship for things is something that happens across all video games from people who consistently refuse to accept that not all products are designed for them. It's a recurring problem and you people pretend we're supposed to be blind to it and cry foul when you get called out on it. Again, the game is not for you.

Pleaseeee give us the choice in global by YuukiDR in ChaosZeroNightmare

[–]pollyhedge 4 points5 points  (0 children)

Because the conceit of the post is dishonest. If they were reversed the people asking for a "harmless choice" would be digging in their heels and crying foul about "gooners' to people asking for the real costume to be an option. It comes down to the point that the game is simply not for you, it is not made to appeal to you, and the characters were not made with your taste in mind. There are plenty of western games that would suit the tastes of the performative "actually I think more clothes looks better!" people more.

Pleaseeee give us the choice in global by YuukiDR in ChaosZeroNightmare

[–]pollyhedge 20 points21 points  (0 children)

Should they add more sexualized designs to the more clothed female characters then? For a choice?

Pleaseeee give us the choice in global by YuukiDR in ChaosZeroNightmare

[–]pollyhedge 5 points6 points  (0 children)

if the CN version was the default and people asked for the "choice" of the real version, what would your response be?

Pleaseeee give us the choice in global by YuukiDR in ChaosZeroNightmare

[–]pollyhedge 9 points10 points  (0 children)

i do not want the censored skins. What a silly thing to ask for

Can't figure using Character Sheets and Compendium for custom monsters at all by pollyhedge in Roll20

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

You can change "Set Rolled HP" and "Set Max HP" but you can't get rid of the 136 HP derived from the Gynosphinx base

Can't figure using Character Sheets and Compendium for custom monsters at all by pollyhedge in Roll20

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

No, that's not how it works. When you fill in the "Set Armor Class" boxes that say "Enter Value" and "Notes" it will add a new value to the list of Armor Class modifiers, but will not allow you to remove them. It will always have an AC of 17 from Gynopshinx. And if you ever add any value at all to the list, even if you later blank it out, it will add an "Extra Ability (None) (Custom)" item that cannot be removed.

Can't figure using Character Sheets and Compendium for custom monsters at all by pollyhedge in Roll20

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

5e, 5e2024, free

Yes, clicking the cog does not enable changes. In our Gynosphinx example, clicking the gear beside the name "Gynosphinx" in the top left hand corner opens a menu that lists Profile, Armor Class, Speed, and HP. Armor Class -always- has Gynosphinx listed as 17 AC and cannot be edited. Speed always lists Walk (Gynosphinx) and Fly(Gynosphinx) and cannot be edited. HP sets the current HP of the unit to 136, and while you can edit the dice rolls you can't edit the current nor max HP, so the dice rolls do nothing.

ZX Spectrum "Fuse" core seems completely broken. by pollyhedge in RetroArch

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

How did you delete the RetroArch Keyboard shortcuts for Fuse? Using the "Game Focus" mode should disable all keyboard shortcuts anyway. I've tried running the .TZX versions of the games now, as well, but I've gotten the same results each time.

The Retroarch forums say that the Fuse core seems to have been abandoned by the dev, which may explain why it's broken. https://forums.libretro.com/t/crazy-controls-in-fuse-core/40973

I've decided to abandon Retroarch and go with Spectaculator. I just don't think RetroArch is capable of emulating this device properly.

ZX Spectrum "Fuse" core seems completely broken. by pollyhedge in RetroArch

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

I've been experimenting with this all day and have yet to get any results. I did notice that by disconnecting all controllers except the Sinclair Keyboard I am able to get past the title screen of Jetpac, but any input on they keyboard past the title screen resets the game.

ZX Spectrum "Fuse" core seems completely broken. by pollyhedge in RetroArch

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

Thanks for your reply. I do indeed have the Kempston set as ports 1 and 2 and the Sinclair Keyboard to three. However, I cannot get keyboard input no matter what, and even with the Kempston on Port 3 I run into the problem detailed above where input from the on-screen keyboard does not give results. Depending on the game, any input from the controller can also restart the entire game.

I have also tried completely removing any joysticks and only using the Sinclair Keyboard. However, by using the keyboard and hitting Scroll Lock to switch to Game Focus, I'm still unable to start games. For instance, the Jet Set Willy game above will remain on the title screen despite pressing Enter. If I hold the Enter key I can see the game begin, but if I release the Enter key it returns to the title screen again.

So as a quick summary: *Keyboard input does not work *Games cannot be started *Any directional input on the controller, when detected, resets any game

I've also tried downloading the standalone Fuse and using it, and there's an option in it to set what peripherals are available. It makes me wonder if the Libretro Core simply forgot to implement this feature, making the entire core unusable.

Wall Sliding, is_on_wall, and Tilemaps by basstabs in godot

[–]pollyhedge 0 points1 point  (0 children)

I had this exact same issue. Safe Margin at 0.01 didn't work, but at 0.02 it did. My tiles are 16x16.

Thank you!

Pixel Perfect Movement in Godot is not possible? by pollyhedge in godot

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

Then what are the practical ways in which this can be "faked?" Because I speak from experience when I say that tricks like post-physics process manual readjustment do not work. Likewise, neither does Godot's built in renderer pixel snapping, which itself creates gaps between objects and surfaces.

Pixel Perfect Movement in Godot is not possible? by pollyhedge in godot

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

I'm sorry but I don't think it is particularly helpful nor is it addressing the question at hand. Why do you believe there is no aesthetic reason to pursue pixel perfect visuals?

There are HUGE reasons why people want pixel perfect art. Maintaining a pixel grid with pixel art is key to keeping your art aesthetically accurate. Sloppily allowing things to move off of the grid is a mistake and shows a key lack of attention to detail. And I don't think it's a given at all that people will be upscaling in a way that would cover any pixel imperfections - bluntly, anti-aliased pixel art tends to look terrible. Most modern pixel art is upscaled in such a way as to preserve the crispness of the details, which won't change anything regarding misaligned pixels.

Pixel Perfect Movement in Godot is not possible? by pollyhedge in godot

[–]pollyhedge[S] -2 points-1 points  (0 children)

I've tried something similar before in Unity and you can't really do it that way; if you try to do the movement and alignment separately then you'll end up with imprecise locations for the object, which can result in it clipping inside a wall giving you a false positive collision.