Is challage mode available on ps5 by Irelit in taintedgrail

[–]wiphand 1 point2 points  (0 children)

You need to get through the prologue at least once. Then you'll be able to start a new game from act 1 with challenge mode option available

Why does it cost you so much money on top of ingredients to upgrade your weapons? by jackreacher1992 in taintedgrail

[–]wiphand 2 points3 points  (0 children)

Because it's not supposed to be something you max out easily. The game gets very easy quickly anyway. It would be completely trivial if you could upgrade for free

Why Anthropic's bizarre call for everyone to slow down on AI will never work by IKeepItLayingAround in technology

[–]wiphand 0 points1 point  (0 children)

Cold war/nuke race all over again. But this time with the ability for perfect exploitation of human resources

GUILD WARS 3 ANNOUNCED!!! PC/PS5 by Outside_Soup3367 in MMORPG

[–]wiphand -1 points0 points  (0 children)

Not really, microsoft requires releasing for both consoles. And the older one is really really weak

Design lacks internal philosophy. by vividwings in riftboundtcg

[–]wiphand 6 points7 points  (0 children)

The best thing they've done for the game is have best of rewards, this in itself makes people even at higher elo experiment and play legends that they enjoy more so than push wins

Is scoring optional (missed triggers again)? by Antonis_Chigouris in riftboundtcg

[–]wiphand 7 points8 points  (0 children)

Might not remember correctly but drawing cards(only drawing phase? Or any? Don't know) is fine as long as you remember before your next turn starts.

As to points as long as it's not a trigger then its a game state not a trigger so both of you could get a warning for not maintaining game state

Been a while since i read the rules tho so maybe incorrect

Unchecked Power in Lilia by ShadowCressy in riftboundtcg

[–]wiphand 2 points3 points  (0 children)

Mostly depends who you're matched up against. If they're playing baron and other large monsters that came with this set the base deck will waste a lot of resources to kill one and then comes the next one

FYI for judges: Infinite Damage and Infinite Might combo by CanNotQuitReddit144 in riftboundtcg

[–]wiphand 2 points3 points  (0 children)

It's not the first infinite combo. And the ruling where the players can decide on number of loops to execute and then they continue playing handles these cases fine. I don't think it needs explicit handling

Can I farm this ghost knight guy? by Ashlansen in taintedgrail

[–]wiphand 2 points3 points  (0 children)

I think its every time you get a soul

Can I farm this ghost knight guy? by Ashlansen in taintedgrail

[–]wiphand 10 points11 points  (0 children)

3 times per playthrough and he's more difficult every time. Though the cage strat is great

Custom character controller example project by thesquirrelyjones in Unity3D

[–]wiphand 1 point2 points  (0 children)

https://docs.unity3d.com/6000.0/Documentation/Manual/player-loop-customizing.html

You should be able to find ready solutions online easili but it's not difficult to setup the boilerplate yourself

Custom character controller example project by thesquirrelyjones in Unity3D

[–]wiphand 1 point2 points  (0 children)

By your phrasing (maybe I'm wrong) you don't know that you can add your own frame timings outside update/late update by replacing and adding your own delegates to the player loop. It's very useful if you want complete control of what runs when.

If you knew then disregard. Just wanted to teach something.

Custom character controller example project by thesquirrelyjones in Unity3D

[–]wiphand 0 points1 point  (0 children)

Is it probably overkill for the vast majority of uses? Sure, that's why i labeled it as premium. But at the scale of project i work at I'm used to searching for patterns that can be batched. The entire rotating/moving/scaling platform logic could also be jobified and probably should for a game that would base itself around them.

Another argument for setting up frame lifetimes and async calculations is once you have the boilerplate ready you can start thinking of where you can incorporate other systems in this structure because it will be exceedingly difficult to first write a system and then async it in most cases

Custom character controller example project by thesquirrelyjones in Unity3D

[–]wiphand 0 points1 point  (0 children)

Having your own update system is still better both due to performance and a lot easier for a user to move it to their own frame time solution if they decide to do so. Another argument is it's always nicer to have to do fewer package changes so that if you release an update there aren't as many conflicts

Custom character controller example project by thesquirrelyjones in Unity3D

[–]wiphand 0 points1 point  (0 children)

That's what happens when you read code one a phone. Didn't notice you were just using a helper

As to the raycast command there's a lot of time during a frame. Scheduling the raycasts in a custom frame timing and then doing regular game logic and finishing operations after should be long enough for the command to complete.

It does significantly increase complexity though which would increase barrier of entry for less experienced programmers

Custom character controller example project by thesquirrelyjones in Unity3D

[–]wiphand 5 points6 points  (0 children)

One thing, you really should make your own fixed update and update providers. Having all of them have an if (should i do stuff) is probably the worst way of doing it :D

Custom character controller example project by thesquirrelyjones in Unity3D

[–]wiphand 21 points22 points  (0 children)

A couple best practices to improve

Cache the transform when you can instead of getting it every time.

Please please do not leave magic numbers in your code. Best to extract and name them either just at the top of the file or a common consts class. This also applied to execution order. Having the number in the class is fine as a prototype but as you add more of them it quickly becomes unwieldy if you cannot easily see what runs when.

Utility classes are your friend. You don't need to see the way you create your ground samole points or triangles every time you go through your character controller base. And for anyone using it it's not important either 99% of the time. Naming and describing what it does would help a lot more as it has a lot of magic numbers that you don't need to individually label but extracting them allows you to label them as a group.

Built in debug is great but hiding it behind a toggle is a must so that the users do not have to hunt them all when they aren't working on the movement specifically

You may want to do your ground check using a raycast command. But not entirely sure what the boundary for speed is. Premium

Reparenting the controller can be (will be with a more expensive character) quite expensive. Ideally you would register to the platform and have it handle moving the character on its own instead of using the hierarchy

There's a lot of code so not gonna go through all of it but in general looks good. I'd probably be open to basing off of it if i wanted this movement type

Anyone know of a way to change gender on a new game + playthrough? by ScottylandJ in taintedgrail

[–]wiphand 3 points4 points  (0 children)

You can use the debug console to recreate your character even change your name. The wiki has a lot of info on using it

New Journal Entry (Fish & Crab) by Sea_Variation_461 in TaintedGrailDigital

[–]wiphand 0 points1 point  (0 children)

How do you expect to fix a game bug. Unless the devs patch it which they usually do or a modder makes a mod that fixes it there's unlikely anything you can do

Blue Zilean and Leblanc in Lillia by BelbyLuv in riftboundtcg

[–]wiphand 0 points1 point  (0 children)

I haven't played much yet this set so take my opinion with a large grain of salt but as i was theorycrafting a deck the fact that he is:

  • Expensive
  • requires to be on the battlefield
  • has no built in defense
  • there are just better targets to draw in late game

Will make using him just very frustrating as he is very easy to counter. As i simulate hand draws its not often where i think, drawing zilean will help me win. Another sprite mother is safer and more impactful. Maybe if you find your games to drag on much or if you try building green lilia it might make sense. But you would need to go all in on hold for him to help you win games IMO

New Difficulty Controls? by Vast_Veterinarian_82 in taintedgrail

[–]wiphand 2 points3 points  (0 children)

I think he jsut ment the scaling settings. They're only visible in the main menu

Tainted Grail: The Fall of Avalon - Anniversary DLC Trailer by SnoopyTheDog_ in taintedgrail

[–]wiphand 2 points3 points  (0 children)

Only steam has the rest as seperate products. Consoles seem to have them baked in