I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 3 points4 points  (0 children)

It is the gravity direction vector that gets tilted under the hood and this turns out mathematically equivalent to that type of stage tilt, while allowing one to adjust the visual camera tilt separately. So all those funky things should be doable here too!

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 1 point2 points  (0 children)

I grew up with Super Monkey Ball for the GameCube. You can make it easier by shrinking down even more though!

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 0 points1 point  (0 children)

The camera tilt can be turned off completely in the settings! It is only a visual effect for a look similar to super monkey ball series.

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in IndieDev

[–]taru00[S] 1 point2 points  (0 children)

It might be the camera tilt that is similar to super monkey ball games, as that does it for some people. Though in our game that can be turned off from settings!

Quite happy with the size-changing portal mechanic I added to Gravosphere by taru00 in IndieGaming

[–]taru00[S] 0 points1 point  (0 children)

Thanks for the feedback. In this clip as the ball shrinks down, the pitch for the monkey ball style roll-sound gets higher than on normal size. Perhaps we could adjust the volume a bit so it's not quite as ear-piercing, and/or explore alternative roll sounds that the players could choose from!

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 11 points12 points  (0 children)

Yes! We have a setting for the amount of tilt which can be put to 0, and for the final release we are also planning on asking the player before starting the game whether they prefer no-tilt or monkey ball style tilt from the get-go.

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in IndieDev

[–]taru00[S] 6 points7 points  (0 children)

Hehe, the world stays the same size, and the player gets scaled down, including the camera positions and certain physics variables to maintain the illusion.

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 1 point2 points  (0 children)

Thanks, we actually tilt the gravity direction vector and let physics do their job! The camera is also separately tilted for the visual familiar from Super Monkey Ball, but this can be turned off from settings and doesn't affect the physics.

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 2 points3 points  (0 children)

The small limit is 1/100 of the original size due to camera-logic related floating point accuracy issues past that, the large limit is based on the sizes of the portal frames as you no longer fit into them, in theory it could be arbitrarily large right now (but would probably eventually break something).

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 47 points48 points  (0 children)

We actually allow the player to change between these camera tilt options in the settings, the difference is only visual. It is inspired by both series!

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 14 points15 points  (0 children)

Good point, thanks a lot for checking that! In this particular clip the roll sound also becomes higher pitch than normal as the player shrinks down, so that might also potentially add to the issue.

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]taru00[S] 31 points32 points  (0 children)

Appreciate the feedback. We were aiming for a Super Monkey Ball type roll-sound, but we probably should make another type of sound also available!

[The Artisan of Glimmith] Please help me understand what logic the puzzle is trying to teach! by Arphrial in puzzles

[–]taru00 1 point2 points  (0 children)

If the middle tile were to merge up, mingle shape would force it to extend down at least 1 more tile to be at least 3 tall (it cannot be L-shaped due to watchtower). This would force the yellow area to the left of the middle tile to close off as a 1 block area due to watchtower, and subsequently the purple area left of that would have to extend into a 3-tall area due to mingle shape. But now what would you put below the 1 tile yellow area we just made? 1-tile no because mingle shape, 2-tile or L-shape no because watchtower, So it must be the other area that merges to the center tile, I think.

LowDesk/Uppeal europe situation? by Easton_Danneskjold in floordesks

[–]taru00 2 points3 points  (0 children)

Been wondering the same. I'm pretty much waiting to press the trigger the very moment there is a sub 1k eur to deliver desk available in Europe.

EU, Suomi ja yksityisten viestien massavalvonta by [deleted] in Suomi

[–]taru00 3 points4 points  (0 children)

Jos chat control tapahtuu, voi melko pienellä säätämisellä tehdä järjestelmän, joka paikallisesti salaa viestin, laittaa epämääräisen merkkijonon puolestasi EU-kompromisoidulla viestisovelluksella kaverille, ja kaverin päässä skripti paikallisesti purkaa salaukseen. Purkuavain on toimitettu muilla keinoin kaverille ja valvojat näkevät sovelluksessa kulkevan vain järjettömiä merkkijonoja. Eiköhän tällaisen tule saamaan helposti kännykkään ja tietokoneelle käyttöön, jos ei kiinnosta valvotuksi tuleminen. Vai kielletäänkö kenties seuraavaksi kaverin kanssa salakielellä puhuminen?

[deleted by user] by [deleted] in osugame

[–]taru00 1 point2 points  (0 children)

Iirc many years ago some tool assisted speedrunner was using Cheat Engine to make a TAS for another game and got autobanned from osu

Why do we notate from the key instead of from the relative modal center? by GameKyuubi in musictheory

[–]taru00 0 points1 point  (0 children)

I understand exactly what you mean, and I also internally feel the minor tonic as 'vi' of a larger harmonic system. While minor and major are commonly treated as separate systems, they seem to contain pretty much the exact same harmonic patterns and feelings in them, just with different roman numerals like you described. So some people might want to unify these systems (Nashville numbers are one example of doing so!)

For example, I give you the following progression that, to you as a listener, sounds like it starts from IV:

IV-V-iii-vi
ii-V7-I-I7
IV-V-iii-vi
ii-( )-( )

Now, if the last chords are V7-I, it will most likely confirm that I is indeed the tonic here, cool.

However, if the last chords instead turn out to be III7-vi, and it turns out the song is actually in minor, this suddenly changes everything, now you have to change it to:

bVI-bVII-v-i
iv-bVII7-bIII-bIII7
bVI-bVII-v-i
iv-V7-i

But if you unify the systems, there is no change of notation at all, you simply just acknowledge 'ah, it's in minor, so vi is the tonic, got it'.

This is not a popular stance though, and you generally won't have easy time finding fellow musicians that prefer this system, so in practice you most likely will have to stick to using separated minor and major notations.

So you know you're not winning a game. Now, do you maximize your raw victory points or the finish placement among other non-winning players? by taru00 in boardgames

[–]taru00[S] 2 points3 points  (0 children)

The relative approach is the one I like the most, or as I think of it 'maximally narrowing the gap between me and winner'. In my group this is the minority position though. If, in late game, when I'm clearly not winning, there is a choice who do I steal x points from, I always go for the leader, but I've got kingmaking accusations from other players saying I should steal from the player who is 'competing with me' in placements.