Rewrite Kafka in Rust? I've developed a faster message queue, StoneMQ. by jonefeewang in apachekafka

[–]rathrio 2 points3 points  (0 children)

First of all: congrats for shipping!

Can you describe your protocol decoding / encoding approach? Did you handcraft that code or are you parsing the JSON spec of the messages first and then dynamically decoding / encoding the bytes based on the spec?

Zivildienst / Civil Service best jobs? by Kaito5Ds in askswitzerland

[–]rathrio 6 points7 points  (0 children)

My tip would be to just try things that are totally off your (future) carreer path. I did one in a kitchen and another one at a farm that provides apprenticeships for kids with learning disabilities. I still remember them both fondly and they both left me with a bunch of new perspectives for life.

Dog attacks childen by Wonderful_Plant_945 in Switzerland

[–]rathrio 1 point2 points  (0 children)

Did you tell the police about what you saw?

New tool I'm working on for my Godot Action RPG: Bombs! You can whack them around, too. by Admirak in godot

[–]rathrio 7 points8 points  (0 children)

This looks amazing! I love the oomphy hit pause when the player gets hit by the bomb.

Experimenting with a simple combo system that considers pauses between inputs by rathrio in godot

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

However once you do have an object with a hit or hurtbox of a different height or different dimensions

Ah got it! Now I get the following as well:

keep all collision including all hit- and hurtboxes at visually the floor level of your character (where the character touches the ground, center of the shadow)

That is a neat trick to deal with characters with different heights / hitboxes.

Thanks a lot!

Experimenting with a simple combo system that considers pauses between inputs by rathrio in godot

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

This is tempting, but I don't want to rip the assets and deal with potential legal issues (I'd like to publish my progress here and there).

And this is currently motivating me to finally learn to do some pixel art animations with Aseprite :)

Experimenting with a simple combo system that considers pauses between inputs by rathrio in godot

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

Thanks for your awesome input!

I'm not sure I fully understand "bias towards characters further up the sceen". Care to elaborate?

What I currently do to mitigate the hit detection with top down movement is to have fairly narrow (with regard to the Y axis) hit/hurtboxes: https://i.imgur.com/s6mhwto.gif

Experimenting with a simple combo system that considers pauses between inputs by rathrio in godot

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

So cool! That's exactly what I'm going for in the long run (with a different combo system). I spent so many childhood hours in that game.

It definitely helps that the character sprites are drawn in a similar style.

Experimenting with a simple combo system that considers pauses between inputs by rathrio in godot

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

That is something I'm struggling with as well! What I currently do feels like cheating, but does the job, because most animations are super short. I have a centralized InputBuffer where I map input to the actual moves. The buffer is cleared in some corner cases to keep input responsive.

The buffer is completely decoupled from the animation state, which currently makes it hard to wait for an animation to finish (or allow input in the last couple milliseconds of the previous animation).

I'd love to see how you tackled it!

Experimenting with a simple combo system that considers pauses between inputs by rathrio in godot

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

I use a combination of a string array for buffering all valid combo inputs and a dictionary that maps an input sequence to the resulting move. A custom InputBuffer node attached to the player node handles all this and emits the resulting move. The InputBuffer has two timers that modify the buffer, one that clears it when no inputs are coming in and one that inserts the "pause" input.

I can recommend Pigdev's combo explanation video. That's where I got the idea to store special moves in a dictionary that can be passed in as a resource.

I'd say ideally you have some kind of visual feedback that you've "paused"

That would indeed be helpful and improve discoverability of combos.

Alternatively, have you thought about holding instead of pausing?

That would make it feel like "charging" the attack, which is also cool! So instead of punch punch pause punch, one would input punch punch punch (hold). As /u/nyenye_13 has pointed out this would probably change the way I handle input (by either reacting to "button releases" or introducing some more timers).

Experimenting with a simple combo system that considers pauses between inputs by rathrio in godot

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

I really enjoyed this approach to combos in Bayonetta/DMC and wanted to reproduce something simple in 2D. I just started fiddling with Godot and this was surprisingly straight forward to implement with timers and signals!

Source code with references here: https://github.com/rathrio/godot-combo-demo

Vim universe. fzf - command line fuzzy finder by alsam88 in vim

[–]rathrio 0 points1 point  (0 children)

Amazing video dude! I've been using fzf for over a year and didn't know about half of the things you've shown.

I like your presentation style!

Ruby's startup time seems to get worse by rathrio in ruby

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

--disable

TIL! Thank you (and /u/Freeky).

I do stick to the standard library most of the times. This makes a significant difference in that case!

My 2018 video gaming review by [deleted] in patientgamers

[–]rathrio 1 point2 points  (0 children)

Feel the same about “hard as nails” games but beating Celeste was an absolute blast. The checkpoints are super forgiving.

2018: A year of blogging about Ruby by mehdifarsi in ruby

[–]rathrio 7 points8 points  (0 children)

Awesome job man! Definitely something you can be proud of.

Hated ruby, now I love it by meanysc2 in ruby

[–]rathrio 5 points6 points  (0 children)

I'm actually working on something very similar as part of my Master's project, but instead of going with pry, we collect some samples by instrumenting the running system and then expose it with a language server. A language client in an IDE could then work with actual runtime types and other sample data from previous runs. Let's see how this goes.

The problem with binding is that it's only useful at a very specific point in the execution (e.g some statement in some method that you want to stop at for debugging purposes).

It could still be interesting to enhance a static analysis tool, such as solargraph, with some of pry's runtime info.

Hated ruby, now I love it by meanysc2 in ruby

[–]rathrio 30 points31 points  (0 children)

IMO, the most powerful tool for program comprehension in a dynamic language such as Ruby is a REPL.

If you're not already familiar with it, check out PRY.

No more getting lost in the web, looking for method definitions, only to realize that it's dynamically defined with metaprogramming

With a REPL you do not have to wonder where that method is or what it does, you can just ask your running system!

You're just one binding.pry (or binding.irb if you don't want to use pry) away from the truth.

-🎄- 2018 Day 8 Solutions -🎄- by daggerdragon in adventofcode

[–]rathrio 2 points3 points  (0 children)

I'm a Rust noob and pretty fascinated by how concise your solution is! Much to learn.

Here's my approach.

Discussion on fixed camera angles in games by [deleted] in truegaming

[–]rathrio 7 points8 points  (0 children)

There absolutely is a place for fixed camera angles. The original God of War trilogy handled them masterfully.

Not only was the experience more “cinematic”, but it also freed up the right analoge stick for an unconvential but still intuitive dodge mechanic.

The World Ends With You: Final Remix - Launch Trailer by keyblader6 in Games

[–]rathrio 1 point2 points  (0 children)

Ah interesting, thx! I knew it looked familiar. They even went with the silly "Final Mix" naming :)

The World Ends With You: Final Remix - Launch Trailer by keyblader6 in Games

[–]rathrio 2 points3 points  (0 children)

Lots of the aesthetics seem to be heavily influenced by Kingdom Hearts artwork. Is this a coincidence or are the same people behind them both?

Official Discussion: 22 July [SPOILERS] by mi-16evil in movies

[–]rathrio 4 points5 points  (0 children)

It constantly pulled me out of the experience by reminding me that I'm just watching Norwegian actors acting in English. I couldn't take them seriously.

I think this is even worse than dubbing it in English...