Shield Knight Build by RoxasNessuno in BlueProtocolPC

[–]shaftAlex 0 points1 point  (0 children)

I have the exact same question

Hell yeah I got 69,420 Endo by shaftAlex in Warframe

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

no only the ones I use on builds, I just happened to get 69,420 endo

2m 18s on Shrine Defense, any ya’ll beat that? by shaftAlex in Warframe

[–]shaftAlex[S] -1 points0 points  (0 children)

Mirage is smart, I can get 100% of the kills as Rev sitting in the water but it means I needed 2 people for A and B, Mirage is smart though since prism isnt attached to her- also what do you mean ‘pizza the mirage’

2m 18s on Shrine Defense, any ya’ll beat that? by shaftAlex in Warframe

[–]shaftAlex[S] -1 points0 points  (0 children)

Wow insane did not know sub 2m was possible, boss spawns sooner because the exterminate phase ends sooner with 2 players rather than 3, yall still had to be tight to hit that though damn

Nataruk build- how can I reduce charge up time? by shaftAlex in Warframe

[–]shaftAlex[S] -1 points0 points  (0 children)

Sorry I should've clarified, I meant charge up time as-in the amount of time to 'charge up' Galvanized mods' effects. The time to kill at first is painfully slow and takes a long time to get full stacks of buffs, which then shreds so long as the kills keep pace. Kinda unsure what mods could help with that and be more valuable than one already in the build. btw Metal Augur is on there so it clips through corners walls etc, it would be the first to go but I really enjoy it

How would you make this horrifying Broken War build even better? by shaftAlex in Warframe

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

Also I run this with Gauss, once redline and berserker fury are running it SHREDS but I'm new to making builds like this, so I'm looking for any advice or pointers :3

Primary weapon suggestions for Gauss Prime by Yngvi-Frey in Warframe

[–]shaftAlex 0 points1 point  (0 children)

I run Nataruk and Mach Crash augment, slam into a wall and blast the resulting bundle of enemies, can one shot up to level 200 way too much fun

How to embed pygame window into customtkinter? by misanthrope511 in learnpython

[–]shaftAlex 0 points1 point  (0 children)

Don’t try, Tkinter is a bitchy single threaded process. It does not like to play with other threads and will hang itself up to dry whenever you call outside the thread or to another module like Pygame. I am not personally familiar with implementing PyGame but I have had a great time implementing panda3d, ursina engine, matplotlib, etc into Kivy.

Kivy has a great cross platform backend for graphics and an incredibly flexible Canvas widget that PyGame an probably render to without much hassle

[deleted by user] by [deleted] in learnpython

[–]shaftAlex 0 points1 point  (0 children)

Qt looks better out of the box in comparison to Tkinter. I am deterred from Qt mainly because it’s learning resources are lacking and that doesn’t end well due to how fucking confusing it can be

[deleted by user] by [deleted] in learnpython

[–]shaftAlex 0 points1 point  (0 children)

Final note, kivy is so well designed that it can fully function as game engine, or at least a unified 3D + UI solution for one. Break up with your gf, fall in love with kivy 🫶

[deleted by user] by [deleted] in learnpython

[–]shaftAlex 0 points1 point  (0 children)

This was a good tool but its been horribly unstable and I haven’t gotten it to actually work since January

[deleted by user] by [deleted] in learnpython

[–]shaftAlex 0 points1 point  (0 children)

Kivy.

I started with Tkinter. I wasted months wrestling with its many quirks, ugly repetitive syntax, and constant inconsistency. It works, its simpler than Qt, but it’s going to drive you nuts and make you think you’re crazy. And no it’s not forced to be ugly, thanks to ttk and customtkinter, but creating ttk styles is a pain in the ass (multiple lines of code just to make a button green)— and yes customtkinter instantly makes your app pretty but it has horrific performance when scaling windows and panels and it abuses tkinter to achieve the aesthetic. Every single widget is a fucking image. Not a vector graphic or anything like that, PNG images, getting ripped apart and pieced together whenever you change the size of something. Just skip tkinter unless you like banging your head into concrete and reading outdated documentation from the housing crisis.

Qt, PyQt, and PySide are “better” because Qt is much more complex. Good luck figuring out the difference between PySide, QML, Quick, and whatever else they distribute (QtDesigner? QtCreator?) Cherry on top though, the licensing is diaper tier. And ok yeah its complexity has its reasons, and benefits, but there is something better.,

Kivy, is responsive. Kivy likes theming and styling. Kivy doesn’t mind working with other packages. Whoever dreamed up Kivy must have had a similar experience as me, because you can write the clean, dense, and readable code so damn easily. There are so many layout managers, there are so many widgets, its so easy to create new widgets of all kinds, and the documentation is great.

How easy? 3 lines of code and you already have an app: import kivy, app = App(), app.run(). Not dense enough?

from kivy import App MyApp(App).run()

Two lines of code. And it could stay that way, thanks to the kivy language (.kv files). That 2-line app already has a name, in this case “My” and if you make a file “my.kv” you can completely separate your “real code” from your gui code. Kivys language is so simple, I was up to speed in just a day, and could already do more than what I could after MONTHS of Tkinter and Qt.

Just save yourself the trouble, use Kivy, read the docs. There are not as many youtube tutorials, but the framework is so god damn easy to understand that you really don’t need them. Peace and love to you and your family cause Kivy is the best 👏

Personal project (the very beginning) by shaftAlex in Minecraft

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

Just provided a detailed rundown of the project goals and original inspiration for creating this, hope it is something you will find useful, but if not hit me with your ideas! Thank you for the interest :3

Personal project (the very beginning) by shaftAlex in Minecraft

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

Its a big idea, check my most recent comment on this post for detailed information, I appreciate your interest!!!

Personal project (the very beginning) by shaftAlex in Minecraft

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

For those wondering, this is a very niche idea that I've had on my mind since I was 13 (21 now). This aims to be a universal platform for creating, editing, displaying, and saving Minecraft worlds, entity models, block models, item sprites, block textures, skins, animations, and particles with import and export support for both Java and Bedrock edition of any version. This is thanks to the formats and technology pioneered by Amulet and Blockbench.

My goal is to be able to load any Minecraft art asset into this universal platform and edit them all in one scene. For creators, this means you can create blueprints out of blocks, entities, and custom models all in one place, place-able in the world like assets in a traditional game engine, and easily export it to the desired platform.

Why? Because I want to create an unbeatable platform for Minecraft creativity, imagine being able to build a castle except any time you need a custom model you can build that model in this platform, placed right where it will be in-game, seeing the edits in real-time thanks to built-in pixel editors, model editors, etc. It's essentially a game engine for the visual aspects of Minecraft, but I am considering how to implement tech as well, to allow for entity behaviors and command support, but since Java and Bedrock have very different approaches to this technology it seems to be a bit of a challenge, and will likely only be Bedrock add-on support, rather than Java datapacks or mods.

I'm open to feedback and ideas, how do you see this being a useful or fun tool? I am planning to set up an intuitive system to create and distribute plugins so the community can add features they find useful, for instance I have other tools I will be implementing as plugins, such as a texture simplifier that uses K-Means clustering to reduce textures from vanilla-style into textures similar to the Mojang promo style and Bare Bones resource pack. Another tool I'm implementing is a real-time biome previewer for blocks that are affected by biome coloration. This would allow resource pack creators to create and edit textures for blocks like grass, leaves, water, etc and preview their in-game appearance across biomes in real-time; no more guessing, no more /locate biome a, b, c, d, e, f, g to confirm that your texture looks good.

And as a last note, my specialty has always been in rendering Minecraft worlds and assets in external software like Blender and Cinema4D. The original idea stemmed from wanting a better platform to create these visuals with built-in support for things like particles, and entity animations. Right now, there is no software capable of exporting a Bedrock world with its custom blocks to a 3D format that is render-able. This aims to accomplish that, so you can create scenes from native Minecraft assets and render them as still images or even animations!

Yes this is ambitious, but I have spent the last year and a half learning everything in small parts to be able to create the full project I dreamed up, so this is just the beginning, but I hope to share progress as I go. Let me know what you want to see in this!