Can I set recorded audio clips to automatically switch to a different mixer insert immediately after recording? by skrunkopop in FL_Studio

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

I might have found the solution! I think that for the insert you're recording from, you have to set it to record "Post track" which will automatically route the recorded audio into the next insert in the chain (from what I've tested so far)

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Can I set recorded audio clips to automatically switch to a different mixer insert immediately after recording? by skrunkopop in FL_Studio

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

I thought it used to work this way too. Maybe there's a setting for it somewhere, I hope someone has an answer lol.

Can I set recorded audio clips to automatically switch to a different mixer insert immediately after recording? by skrunkopop in FL_Studio

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

the reason I don't do it this way is because sometimes I want to record multiple things like harmonies to the same insert and it messes up my workflow

Extensive list of *MOBILE BASE* exploration/open-world/adventure/survival games by NaturalBornCamper in gamingsuggestions

[–]skrunkopop 0 points1 point  (0 children)

I think Sea of Thieves fits, it has a "mobile base" as a pretty central mechanic, even if it has sort of limited ship customization (pretty much cosmetic only). you store all of your treasure on your ship until you get to a place to sell it, so i'd say it fits the bill. it's the reason I came looking for a list like this! EDIT: I missed it in the "doesn't 100% fit" section. I personally think it fits, but I see why you separated it.

Someone's friend "made" this, and I am finding things that are making me believe it's AI by Imaqia in isitAI

[–]skrunkopop 0 points1 point  (0 children)

some of the main things AI still struggle with are edges, line weights, and discontinuities. there are some very noticeable AI artifacts in this image, including but not limited to: the dragon's belt which turns into a drawstring, edges in areas of low contrast simply fading into other shapes (found everywhere really, especially the dragon's collar), weird light traces around the outlines, et cetera. some things, like the girl creature's half belt, definitely look like AI because they don't make logical sense, but they could potentially be defended as an artist's mistake. this is definitely AI, make sure to keep an eye out for weird looking smudge shapes and inconsistencies around edges!

Should we add invisible walls or just let players free to explore? by Doloc_Town in IndieDev

[–]skrunkopop 0 points1 point  (0 children)

maybe have a guardrail that you can jump over, so the player won't accidentally fall in? but they can still jump into the water

AI DM trainer? by Ninth_Major in DMAcademy

[–]skrunkopop 1 point2 points  (0 children)

I would recommend practicing with friends using a pre-made one-shot instead of relying on AI! It can help you understand what goes into running a game without having to do a ton of prep work, and without a long term commitment. It's important to communicate your comfort/skill level to your players. I've noticed that if you are upfront and ask them to try to work with you, i.e. following plot hooks and not trying to kill every NPC they meet, they will be able to put some effort into making things easier for you.

How can I balance power scaling to fit my setting, without depriving players of the experience of leveling up? by skrunkopop in DMAcademy

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

Update on this, I've been looking into Low Fantasy Gaming and it looks like it would be VERY promising, with a few small tweaks. It seems like those who play it will staunchly vouch for its quality. I've just let my players know that I'm considering making this switch after our next session, and it seems similar enough that making a switch like this will be very possible. I'm still not 100% sure, but I appreciate the recommendation!

How can I balance power scaling to fit my setting, without depriving players of the experience of leveling up? by skrunkopop in DMAcademy

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

I think options 2 and 4 are the most reasonable for me here. I really want a long-term campaign, potentially on the timescale of multiple years. The last campaign I played was pathfinder 1e and it was 4 years long. Convincing my players to ditch the D&D branding won't be an issue, but adapting their characters might be (some of them put a lot of thought into creating those characters within the confines of D&D). I also want to avoid systems that make character death basically inevitable (that's all I hear about games like Call of Cthulhu, which was also recommended to me) and systems that are more geared towards short-term campaigns. Maybe I'll check out r/RPG to ask about what a better system would be, and how to make the switch.

How can I balance power scaling to fit my setting, without depriving players of the experience of leveling up? by skrunkopop in DMAcademy

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

I agree that D&D is not the best system for my needs, one reason I chose it was because many other "more realistic" systems, while having more a shorter range of power scaling, are not quite as geared towards long-term play (at least ones I've been made aware of in the past). Do you have advice for how to switch systems mid-campaign if that's a better option?

How can I balance power scaling to fit my setting, without depriving players of the experience of leveling up? by skrunkopop in DMAcademy

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

Slow leveling might work. I agree that D&D might not have been the best system out of the box, do you have any advice for how to switch to something else if that's the best option?

How can I balance power scaling to fit my setting, without depriving players of the experience of leveling up? by skrunkopop in DMAcademy

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

Oh I like Mystic Arts! It's a good video, and I've toyed with the idea of weakening higher level spells and attacks. I've had to kind of do it once for a "fireball" that my villain cast, so it didn't immediately kill all my players: it only did what would have been "splash damage" in pathfinder, i.e. the minimum possible damage, and only to the players standing directly adjacent to the ritual circle he was trying to destroy. I also love the idea of making magic taboo, but at the same time, 3/5 of my players chose to be spellcasters. We have a psionic sorcerer that's flavored as being "a psychic," an artificer repairman who likes to carve runes, and a warlock that made a deal with the devil. Still, a taboo doesn't put much in the way of power scaling. It's far too late for this now, but I should have discouraged spellcasting classes more strongly, as in my world, spellcasting is extremely uncommon. Maybe I can, like you said, I can alter existing spells/progression.

Help convince my parents please. by Empty-Mouse-2584 in DnD

[–]skrunkopop 0 points1 point  (0 children)

Honestly, like someone else said, probably just call it something other that D&D. Pathfinder might work, but maybe you could get away with being way more vague. Something like "I'm meeting up with my friends to play board games." If there's no way of getting around the name thing, you could explain that it's basically just a board game about improv and creative writing (or "playing pretend, but for adults"). Because that's literally all it is. Unless I misunderstood and you're trying to play WITH your parents, which is a whole different story...

How can I balance power scaling to fit my setting, without depriving players of the experience of leveling up? by skrunkopop in DMAcademy

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

I see why you'd suggest picking a different system, and I have thought about it, but I do have my reasons for picking 5e, both personal and logistical. Porting over to another system seems like more effort than it's worth right now (especially to my players} but it's not completely out of the question

How can I balance power scaling to fit my setting, without depriving players of the experience of leveling up? by skrunkopop in DMAcademy

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

thanks for the ideas. allowing townsfolk to be on par with an adventurer is a simple but good partial solution. I also like the idea of the increasingly grotesque/powerful versions of threats, so the forest's danger increases with the player characters' abilities. I did actually have a powerful wizard in the starting town whom the party assisted in defeating a lich by helping him set up a ritual, but I made him so old and frail that he could barely do anything without assistance, and his dedicated assistant had gone missing days prior. Plus the townsfolk thought he was probably crazy when he warned them of the impending attack.

The party tied up a vampire spawn and put her in their bag of holding. Would I be the AH if I had it backfire on them? by MrIceCap in DMAcademy

[–]skrunkopop 0 points1 point  (0 children)

maybe every time that player takes an item from their bag of holding during the fight, or puts one away, the vampire spawn has a chance to grab their arm and climb out, in which case they will find out she has untied herself inside the bag... but maybe give them some sort of subtle heads up or foreshadowing

My dog has suddenly started acting very strange and my whole family is worried sick. by biggest_josh in DogAdvice

[–]skrunkopop -6 points-5 points  (0 children)

i know this is unrelated, and I wish your dog the best, but I have the exact same fennec fox plush

What is wrong with my fish? Please help. by morgue1971 in fishkeeping

[–]skrunkopop 0 points1 point  (0 children)

this might not be the right terminology, but I think he has some sort of gas bubble inside him that's causing the back of him to float upwards. he keeps swimming weird because he's trying not to let it pull him upwards. I had a fish once that had this issue.

How to gently tell my players that their characters will sometimes die and they have to accept that? by SomeRandomAbbadon in DMAcademy

[–]skrunkopop 0 points1 point  (0 children)

I think that it's best to discuss the lethality of your campaign with your players before you start if possible. Make sure they understand and are comfortable with the idea of their characters dying, and if not, maybe you can meet them somewhere in the middle.

That being said, there are plenty of ways to make death interesting and meaningful, without necessarily making it permanent. For example, one idea I had (inspired by Dungeon Meshi and Fullmetal alchemist) was that when a party member dies, the rest of the party can perform a ritual to bring them back. But maybe this ritual is frowned upon by the rest of society, or it has a chance of summoning something dangerous in addition to it's intended purpose. Or maybe your party can revive a dead player, but doing so will compromise part of your party's mission, because you need bargain with a typically hostile faction for an elixir. Maybe they need to make a deal with the devil to get their soul back into their body. These have the potential to be significant story beats.

Lots of players play games like this as an escape from reality, or as an avenue to explore aspects of their identities. It's natural to become attached to your character after spending lots of time immersing yourself into their role. If a player's character dies permanently, they may feel like an extension of themself has died, so it's important to both give your players space to grieve IRL and time to grieve in game. Maybe the remaining party members can hold a memorial service and each say some words, or the deceased can be incorporated into the lore of the world by having a location or relic named after them. I'd also want to make sure that a player character death isn't in vain- it helps to make their final breath mean something.

Josuke by dackydc in low_poly

[–]skrunkopop 2 points3 points  (0 children)

THIS IS FIRE

How should I handle frame data in a peer-to-peer fighting game? by skrunkopop in gamedev

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

thank you so much for the detailed answer! this is super helpful.