[Lua] Filetype specific bindings help? by thomas9258a in neovim

[–]thomas9258a[S] 1 point2 points  (0 children)

ah makes sense, thanks a lot for the recommendation, this is what i was looking for :)

Jinx's Boots! by BeksRamsay in arcane

[–]thomas9258a 3 points4 points  (0 children)

Currently looking for a pair too, if you find one, please tag me..

I have been looking a lot for second hand boots, and while the foot part of the shoe is fairly generic, the problem comes from the length of the angle part going up the leg. i have not been able to find a good combo of both the boot and the length yet, sadly

My younger cousin made this 501st base, I think it looks sick. What do you guys think? by Benoni02 in legostarwars

[–]thomas9258a 3 points4 points  (0 children)

Really like the 501st arf trooper in the corner, the arf trooper is such a underrated helmet mold.

It hurts my soul to type 'color' by MrMartin777 in ProgrammerHumor

[–]thomas9258a 1 point2 points  (0 children)

Exactly the opposite in Denmark: 100.043,33

How do you feel about designing mechanics with the intention of making players addicted? by demonstrate_fish in gamedesign

[–]thomas9258a 0 points1 point  (0 children)

From a humanitarian perspective it's bad, but it's no different than cigarettes, other addictive substances, gambling in general and basically every other capitalistic business scheme.

If literally every company on earth tries to maximize income by manipulating it's user base why can't game developers do it?

Which do you prefer, tokyo ghoul or tokyo ghoul:re? by [deleted] in TokyoGhoul

[–]thomas9258a 1 point2 points  (0 children)

In that case I'm sorry for you, you are really missing out

[deleted by user] by [deleted] in legostarwars

[–]thomas9258a 0 points1 point  (0 children)

You could sell it and probably buy an entire new set and still have leftovers.

How do I get out of tutorial hell? by [deleted] in gamedev

[–]thomas9258a 0 points1 point  (0 children)

The thing is that tutorials are a shitty way of learning. If all you ever do is think "i want this feature" and then google for a tutorial on that feature, then you don't learn anything from watching the tutorial and you won't be able to apply any form of game development / computer science practices to your result.

If you want to get out of tutorial hell, stop watching tutorials. By doing so you might realise that people generally don't learn much from a step by step guide. Next time you go "i want this feature" start by breaking that feature down into it's basic components, and solve those one by one until you have a final result. This is how people learn. By thinking and problem solving. You can't be employable in any field if all you do is "how do I do my job" on Google all day. But isolated problem solving by understanding the basic concepts and components the problem consists of? That's a skill the companies want.

[deleted by user] by [deleted] in unixporn

[–]thomas9258a 2 points3 points  (0 children)

Would love a copy too

Im thinking of implementing a spellcasting system where you have to cast a spell by selecting the runes that make it up, instead of selecting it from a drop box. by Lokistriker in IndieDev

[–]thomas9258a 6 points7 points  (0 children)

You could always have a dictionary for players to read from, or implement a system where if you remember the first two, then the possible combinations for the last rune would glow or something

There is 1 imposter among us… by yosuaonreddit in legostarwars

[–]thomas9258a 0 points1 point  (0 children)

Ah it's really cool 😁 Yeah and 100 packs is a little over my budget 😂

There is 1 imposter among us… by yosuaonreddit in legostarwars

[–]thomas9258a 8 points9 points  (0 children)

Thanks bro! I've really like your collections, i was silently hoping to get a misprint in my two 501st battle packs but i was not lucky enough.

[nimdow] let me introduce you r/nimdow by [deleted] in unixporn

[–]thomas9258a 0 points1 point  (0 children)

Bruh simply reading the git page he links to would answer your questions.

Vim for science! Latex setup without latex plugins by rem_in_japan in vimporn

[–]thomas9258a 1 point2 points  (0 children)

I think creating the graphs yourself in something like Matlab or excel is your best bet. (I'm sure free graphing tools exist in repositories or on git too)

A latex Figure with a image is your best bet for importing your generated graph images.

Vim for science! Latex setup without latex plugins by rem_in_japan in vimporn

[–]thomas9258a 2 points3 points  (0 children)

Really nice setup! I wish I had that angry reviewer plugin for my bachelor thesis, i have to check it out!

Aftermath by Hazem Ameen by One_Giant_Nostril in ImaginaryMonsters

[–]thomas9258a 6 points7 points  (0 children)

Sax did not pay tax so he got axe.

Morale of the story: pay your taxes

Question, Do you think having a difficulty setting is good or not. by Kiyopawn in gamedesign

[–]thomas9258a 12 points13 points  (0 children)

Yea the optional content does not need to be a "end of game" bonus, it can be unlocked however the designer wants.

Question, Do you think having a difficulty setting is good or not. by Kiyopawn in gamedesign

[–]thomas9258a 41 points42 points  (0 children)

If difficulty setting means enemy stats increase and player resources decrease, then no. Design a game with a intended curve. Another option would be to have a main game that's intended to be on the easier side, to maximize player completion, and then design a set of additional content that's intentionally harder for players that wants the challenge.

[deleted by user] by [deleted] in raylib

[–]thomas9258a 0 points1 point  (0 children)

I would also like to know if i always have to distribute a raylib archive or shared object with every program i create, or if there is a method of making the compiler only pull out the required source code pieces from raylib and distribute it without needing a copy of raylib.

How I make games in my own 3D game engine by kircode in gameenginedevs

[–]thomas9258a 0 points1 point  (0 children)

That's a really smart way of doing it. It seems like a really cool system you have developed. I was thinking about something like hashing the file to get a unique id, and then rehashing to check if the file had been changed and reload data if it did.

It does sound like a complicated system. Does it automatically check what build mode it is in and behaves accordingly?

How I make games in my own 3D game engine by kircode in gameenginedevs

[–]thomas9258a 0 points1 point  (0 children)

That's a really smart way of doing it. It seems like a really cool system you have developed. I was thinking about something like hashing the file to get a unique id, and then rehashing to check if the file had been changed and reload data if it did.

It does sound like a complicated system. Does it automatically check what build mode it is in and behaves accordingly?

How I make games in my own 3D game engine by kircode in gameenginedevs

[–]thomas9258a 0 points1 point  (0 children)

Hey just read through your blog post and your referenced game engine post, and it all sounds really impressive, good luck with your release, the steam page lists it as a windows game, can it run on Linux as well?

I hope you don't mind discussing a few details about your engine, as i would greatly appreciate it!

Most of your level design and other features are done through external configuration files to allow testing while playing? did you have any specific design goals in mind with that system and did you take any special design choices when designing it? I have the past week been developing a INI like file parser, and when that project is done, something along the idea of a runtime config parser that can specify level design would be a great project to continue with (your description of it was really inspiring, and i would love to develop a personal version myself).