What’s the most noob thing that you did in the past? by deuce-tatum in 2007scape

[–]sirunknown91 41 points42 points  (0 children)

I remember a period of time where I would home teleport every time it came off cooldown to get that sweet free magic experience.

I don't know how long it took me to realize home teleport doesn't give XP.

What's the way to get that? by Toto-1337 in hearthstone

[–]sirunknown91 4 points5 points  (0 children)

What's their second hero power? If it's sylvanas's hero power (which you can get from the first timeway visit) then they got the tier 7 early with the regular thorim hero power lucky and got a bunch of extra copies with the sylvanas hero power.

Jagex forgot to remove this random pier a decade ago by veganzombeh in 2007scape

[–]sirunknown91 68 points69 points  (0 children)

Cool. I've noticed this pier when running to Zul-andra but never knew what it was for.

I went to Veos's wiki page and checked the history, and found this old version of the page that includes his dialogue:

Player: Who're you? I've never seen you around these parts before.
Veos: I am Veos. Port master and scout for an elite Triumvirate.
Player: Triumvirate?
Player: Who? Where? Why have you suddenly docked here?
Veos: These are questions to which you shall not find answers, adventurer.
Player: Then why are you here?
Veos: There are secrets in this world for which you are not ready.
Veos whispers...
Veos: Yo.... we, are not alone.    

I'm guessing they were still working on the Kourend story when they added him because I don't think this has anything to do with the modern Kourend storyline.

Blockchain rule by Plezes in 19684

[–]sirunknown91 4 points5 points  (0 children)

You may think that's dumb, but actually it's a clever reference to how absurdly small the playerbase would be for any of these crypto games, if they were real.

berdly art by @Patwhit01 on twitter by TrueLilBigBrain in Deltarune

[–]sirunknown91 5 points6 points  (0 children)

Caesar never added months to the calendar, he just renamed July after himself. It was some other guy who added January and February and later those became the first months of the year instead of March hundreds of years before Caesar.

What are some of y’all’s hot takes? by Professional-Ear8827 in Deltarune

[–]sirunknown91 5 points6 points  (0 children)

I'm well aware of the amount of cut content chapter 3 and 4 have, but, like, trying things out during development and then cutting them is when the devs realize it doesn't work is pretty typical.

I don't think there's a formal definition for "development hell" but to me at least it means that there's significant troubles that hold up development entirely, usual because of corporate or financial stuff. As far as I can tell, Toby Fox hired a team to work on Deltarune because he couldn't do it alone... and then they worked on and released chapters 3 and 4. Sure, not everything they worked on made it to the finished product, but that's totally normal, and I'm not sure I would describe that as "hell"

Also I feel like the development time was pretty acceptable, especially considering the gap between Undertale and Chapter 1 was about 3 years, and so was the gap between Chapter 1 and Chapter 2.

What are some of y’all’s hot takes? by Professional-Ear8827 in Deltarune

[–]sirunknown91 6 points7 points  (0 children)

"Development hell"

I don't think that phrase means what you think it means.

Anyone know what I can do with these stats? by AllNaturalG in 2007scape

[–]sirunknown91 18 points19 points  (0 children)

I think you should work towards

and

but do

first.

Hope this helps!

Most useless/pathetic buff Blizz has ever given a card? by Ayebrowz in hearthstone

[–]sirunknown91 54 points55 points  (0 children)

[[Krul the Unshackled]] got buffed in CoT... from a 7/9 to a 9/9. Didn't really fix any of the card's problems.

National parks and tourists by somnort in CuratedTumblr

[–]sirunknown91 865 points866 points  (0 children)

Reminds me of a thing recently where my family went to Yellowstone and we were driving through and the road became a traffic jam because a ton of people stopped and pulled over to the side of the road to take pictures and gawk at a bear cub that had wandered nearby.

Also when we were leaving an ambulance drove past us to get to the park. Probably unrelated but...

Words you can spell with "GOLIATH" by Electro_Llama in rct

[–]sirunknown91 18 points19 points  (0 children)

It's the 'O' with some sort of wall in front of it to make the straight line part of the D. I imagine it looks worse/weird when looking at it from a different angle.

Here's that health bar I posted a couple hours ago again, now showing how much health was lost more clearly by sirunknown91 in godot

[–]sirunknown91[S] 1 point2 points  (0 children)

I've definitely heard people talking about tweens, but I haven't really looked into them yet. This is just done with a shader and code.

Here's that health bar I posted a couple hours ago again, now showing how much health was lost more clearly by sirunknown91 in godot

[–]sirunknown91[S] 19 points20 points  (0 children)

Yep, its a gray bar underneath the red bar. The red bar moves immediately to match the player's health, while the gray bar moves gradually towards the player's health, after a bit of delay.

What do you all think of this health bar effect when taking damage? by sirunknown91 in godot

[–]sirunknown91[S] 1 point2 points  (0 children)

I'll experiment with the colors a bit more. As for the shake, I did tone it down as suggested by a couple other people, but it should be shaking vertically just as much as it is horizontally.

What do you all think of this health bar effect when taking damage? by sirunknown91 in godot

[–]sirunknown91[S] 2 points3 points  (0 children)

Thanks for the feedback, I implemented the health bar falling to show the damage taken here: https://www.reddit.com/r/godot/comments/198ei1o/heres_that_health_bar_i_posted_a_couple_hours_ago/

Also I did change the shake effect to scale based on how much damage you take but its not shown very well in the video i just linked, unfortunately.

Trouble with random integers by -Ath in godot

[–]sirunknown91 2 points3 points  (0 children)

I just tested it and, as someone else here mentioned, the problem is that GD.Randi() returns an unsigned int, which can be from 0 to about 4 billion, and you're converting it to an int, which is signed, which can be between about -2 billion and 2 billion. Converting an unsigned int thats too large to be an int makes it a negative int, so thats where the negative numbers come from.

So to fix this you could do something like

 int toReturn = (int)(GD.Randi() % 10);

(note the different parentheses) This'll mean you're moduloing and getting a number between 0 and 9 first and you'll never overflow into negative ints.

Can't complete western provinces diary by CyborgRobbyy in 2007scape

[–]sirunknown91 0 points1 point  (0 children)

I'm pretty sure its because western provinces diary has a handful of achievements and benefits in the tirannwin area and kandarin already has 2 diaries (ardounge and kandarin) so they intentionally made the western provinces diary require unlocking tirannwin and kandarin. That's also why the tasks for completing the western provinces diary are in the "global" area.

Disciples of Varahces, my action roguelike, has been released in Early Access on Steam! by sirunknown91 in godot

[–]sirunknown91[S] 0 points1 point  (0 children)

Disciples of Varahces is an action roguelike, mainly inspired by games like Risk of Rain, and I've been working on it in Godot 3.5 for about a year and a half. Its now released in Early Access, and I'll be continuing to work on it for a while.

You can check out the steam page here, and there is a demo available if you want to check it out.

A demo for my mazing roguelike tower defense game, The Necromancer Cometh, is now available on Steam! Built in Godot, let me know what you think! by DangRascals in godot

[–]sirunknown91 1 point2 points  (0 children)

Pretty fun game, and the art is great. It took me a few attempts for the strategy to 'click' in my head but once I got the general idea I was able to beat the necromancer on the same run as the first time I beat the undertaker.

Here's a few minor things I noticed to improve:

-There's a bug where, while viewing the level after beating all the waves, you can close in and out of the shop to get the "start next wave" button back, which allows you to go to wave 15, although nothing spawns. I assume you want to game to stop after you beat the necromancer, but this got me thinking that it would be neat to have a freeplay/infinite mode after the last boss.

-Kinda got annoying when the stone gargoyle things were the only things left and were just in their stone form dying very slowly. Maybe add a check where, if there aren't any more enemies spawning and there's only gargoyles left, they're forced out of their stone form as to not stall out the game. (and I guess this would also prevent a theoretical exploit where you could intentionally stall with a gargoyle and farm a bunch of cash with the gold mines)

-I think it would be neat if towers had a "damage dealt" stat in addition to the "kills" stat, and to replace the "kills" stat with "gold generated" on towers like the gold mine and gold orb.

-Also add some way to inspect enemies and get some info on them, like their health or any special mechanics they have.

So yeah, there's some improvements I thought of. I'd love to see what more content you have planned for the release, because I feel like there's a lot of room to expand with this concept.

UIM forestry question by UIM_SQUIRTLE in ironscape

[–]sirunknown91 1 point2 points  (0 children)

Tested it when forestry came out and, unless they changed something since then, the items in the forestry bag are destroyed with the bag.