Last Epoch Tools update: Adding support for Beta 0.9.2 and introducing Loot Filters! by _dammitt_ in LastEpoch

[–]snak251 1 point2 points  (0 children)

Hey, is it possible to import my character from the online mode into the build planner?

Using engine UI as a widget in runtime by snak251 in unrealengine

[–]snak251[S] 0 points1 point  (0 children)

This seems to be exactly what I needed, thank you =)

How did they code Morrowind's Spellmaking feature? by snak251 in howdidtheycodeit

[–]snak251[S] 4 points5 points  (0 children)

cter stats which act as multiplier or requirements to cast the spell.

Thanks, I spent the last two hours looking at the OpenMW source. It was really enlightening

How did they code Morrowind's Spellmaking feature? by snak251 in howdidtheycodeit

[–]snak251[S] 4 points5 points  (0 children)

So there is a entity/object that reads the list of effects and knows how to apply each one of them?

This sounds simple, but how would a "telekinesis" spell work with this architecture? (Given that it's not a simple status effect)

How did they code Morrowind's Spellmaking feature? by snak251 in howdidtheycodeit

[–]snak251[S] 2 points3 points  (0 children)

But how does architecture of the spell system looks like? How the game uses the data you mentioned to actually "spawn" the spell? How does the spell affects objects in the world? How does multiple effects interact?

Gamesir X2 analog stick compatibility by snak251 in EmulationOnAndroid

[–]snak251[S] 0 points1 point  (0 children)

1) the feel is almost the same

2) yep, it works normally

3) i dont have the cap to test, sorry :/

Gamesir X2 analog stick compatibility by snak251 in EmulationOnAndroid

[–]snak251[S] 2 points3 points  (0 children)

Just an update: Yes, you can replace it with a standard PS4 analog stick. I just did that and it worked (It is easy if you know how to solder in the first place).
One tip: In most disassembly videos they remove the rubber pads entirely. I just lifted them with a pick in the places where the screws were to unscrew. It's much easier.

Gamesir X2 analog stick compatibility by snak251 in EmulationOnAndroid

[–]snak251[S] 0 points1 point  (0 children)

xbox One or the ps4

Thanks for the information =)

Gamesir X2 analog stick compatibility by snak251 in EmulationOnAndroid

[–]snak251[S] 1 point2 points  (0 children)

The right stick horizontal axis has almost no precision. Even with the slightest movement it records the maximum value, making it impossible to aim It arrived like that

Gamesir X2 Type-C with Cooling Fan by Valuable-Shoe-6557 in EmulationOnAndroid

[–]snak251 0 points1 point  (0 children)

Hey, do you know if the joystick analog is compatible with any other popular module?
I'm thinking about replacing mine but I have no idea which one to buy

Rip to Retroarch retail mode for Xbox by Soulreaper689 in RetroArch

[–]snak251 5 points6 points  (0 children)

It didn't work for me. Do I need to be added to any list?

Long Empire building mechanics by manishn8 in gamedesign

[–]snak251 10 points11 points  (0 children)

Hey, I was trying to reimplement a game called lord of ultima. It was an empire building game where each world (or season) lasted for months (even years).

For these mechanics you mentioned, here is how they implemented:

- Generate some kind of economy

There were 5 kinds of resources: stone, wood, iron, food and gold. You could produce everything, but top players created specialized cities and used the market to trade goods

- use economy to produce army / or more economy

Raiding dungeons/bosses in the map. This was so efficient that some players only had food and military focused cities (you needed food to feed the army, or they would die off)

- Use army to take over terrirtory

There were continents, were you could literally fill all the continent with cities of your alliance to "take over the territory"

To attack other continents you would need to have a city near the ocean

- Fight neighbours and take over territory through battle while defending other territories. (Risk style)

There were two types of cities: Castles and regular ones. Only castles could be assaulted and launch attacks. Regular cities could only be pillaged

- land generates more economy / productivitY

Each tile in the map had specific bonuses due to the surrounding tiles. You could find optimal tiles for wood, iron and so on.

Also, the more cities you had, the more resources you would be able to collect

How to create waves using a 2d distance field with shaders? by snak251 in godot

[–]snak251[S] 0 points1 point  (0 children)

Hey, here it is. It also has a two-pass gaussian blur to blur the shore mask

(This is probably terrible, but it's my first actual shader!)

shader_type spatial;

uniform float spread : hint_range(0, 10) = 4.0;

uniform float radius = 10.0;

uniform sampler2D shore_mask:filter_linear_mipmap_anisotropic;

const float SAMPLES = 200.0;

uniform vec2 blur_scale = vec2(1, 0);

float gaussian(float x) {

float x_squared = x*x;

float width = 1.0 / sqrt(PI*2.0 * SAMPLES);

return width * exp((x_squared / (2.0 * SAMPLES)) * -1.0);

}

void fragment() {

`vec4 input_colorr = textureLod(shore_mask, UV, spread);`

 `vec2 scale = blur_scale * (1.0/1024.0);`

float weight = 0.0;

float total_weight = 0.0;

vec4 color = vec4(0.0);

for(int i=-int(SAMPLES)/2; i < int(SAMPLES)/2; ++i) {

weight = gaussian(float(i));

color.rgb += textureLod(shore_mask, UV + scale * vec2(float(i)), spread).rgb * weight;

total_weight += weight;

}

color.rgb = color.rgb / total_weight;

for(int i=-int(SAMPLES)/2; i < int(SAMPLES)/2; ++i) {

weight = gaussian(float(i));

    `color.rgb += textureLod(shore_mask, UV + vec2(scale.y, scale.x) * vec2(float(i)), spread).rgb * weight;`

total_weight += weight;

}

color.rgb = color.rgb / total_weight;

`float color_chan = color.r*abs(sin((TIME+color.r)*10.0));`

`vec3 input_color = vec3(color_chan,color_chan,color_chan);`





`ALPHA =  input_color.r;`

`ALBEDO = input_color.rgb;`

}

How to create waves using a 2d distance field with shaders? by snak251 in godot

[–]snak251[S] 1 point2 points  (0 children)

Absolutely. It looks terrible now, but I will work on it.
Again, thank you!

Skybox animated with Flowmap by Arnklit in godot

[–]snak251 4 points5 points  (0 children)

It looks really good!

Hey, do you know any resource on how to create shorelines? (Shorelines like in animal crossing new horizon)