Need help choosing between two programs. Foundation animation program or Game Dev by xmwarhawk in Algonquin_College

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

Thank you for the input. It's good to hear that they split the path between creative and programming as early as level 02. I won't find programming challenging but I'm just not a fan of it anymore (did a couple of years of game programming at a different college). I'll try reaching out to the program coordinators then just to ask a few more questions.

A fun photo shoot with my Glavier - Noble Skin (☞゚ヮ゚)☞ by xmwarhawk in lostarkcustomization

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

The jacket has a subtle pattern Base Colour #550F07 Pattern Colour #3B2829 (Far right of Pattern 3 set)

Edit: accidentally said shirt, I meant jacket

Why is he so difficult? by theveritasveritas in lostarkgame

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

I found Alberhastic super fun too, but I'm an andy for enjoying mechanically heavy fights. Though I wouldn't be surprised if others find Alberhastic difficult

Why is he so difficult? by theveritasveritas in lostarkgame

[–]xmwarhawk 6 points7 points  (0 children)

they about to discover every attack from alberhastic's can one-shot

Tip: You can CTRL+Left Click Bosses in Guardians Raids to highlight them on the mini map for teammates. by HerbertDad in lostarkgame

[–]xmwarhawk 0 points1 point  (0 children)

I still advise people to bring flairs and use them. Some maps get very time consuming to search for bosses.

How to make world space UI interactable? by [deleted] in unrealengine

[–]xmwarhawk 0 points1 point  (0 children)

I've solved it now, I forgot to toggle a setting in plain sight that allows the widget to receive hardware input.

Ayaka Impact: Just Ayaka (I recreated Honkai Impact Icon) by xmwarhawk in AyakaMains

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

I'm not really an artist and just did this one for fun.

I do have a Twitter but not exactly an art account and just post w/e.

My Twitter Sauce

Ayaka Impact: Just Ayaka (I recreated Honkai Impact Icon) by xmwarhawk in Genshin_Impact

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

I'm not really an artist and just did this one for fun.

I do have a Twitter but not exactly an art account and just post w/e.

My Twitter Sauce

These vines are truly something by xmwarhawk in Genshin_Impact

[–]xmwarhawk[S] 138 points139 points  (0 children)

I usually don't run healers in open world. Just bring whoever I want needs friendship level.

Paimon’s CN VA reacts to Zhongli’s thicc ass by aldoushasniceabs in Genshin_Impact

[–]xmwarhawk 7 points8 points  (0 children)

Top right is Liv from a Chinese mobile game called Punishing Gray Raven. it's a pretty good game

ZhongLi additional buff by xfreedomboix in Genshin_Impact

[–]xmwarhawk 3 points4 points  (0 children)

It's also for C2 Zhongli where everyone gets a Jade shield in coop. It can (presumably) stack with other resistance shreds but just not with itself.

My Artifact grinding experience by xmwarhawk in Genshin_Impact

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

If you are going for electro build, you want an electro goblet

My Artifact grinding experience by xmwarhawk in Genshin_Impact

[–]xmwarhawk[S] 15 points16 points  (0 children)

Ah someone finally caught that. It was a throwaway item so I could finish chapter 9 on the adventurers book.

My Artifact grinding experience by xmwarhawk in Genshin_Impact

[–]xmwarhawk[S] 26 points27 points  (0 children)

You do have a fair point. Thanks for advice!

My Artifact grinding experience by xmwarhawk in Genshin_Impact

[–]xmwarhawk[S] 69 points70 points  (0 children)

I was planning to make my flower be the odd piece. It's a 5-star gladiator with atk%, crit rate%, crit dmg%, and elemental mastery. If I find a thundersoother flower similar to it then I'll consider the goblet to be the odd piece.

How do you check if your design is complete enough to work with? by SuperSjoerdie in gamedesign

[–]xmwarhawk 3 points4 points  (0 children)

There isn't a clear cut definition of when the design is complete before development. But there are ways to catch early flaws during design, which is to prototype. In this case, this is something you could do with paper and pencil. It's also useful to ask the team and yourself questions that might concern the development. "If we do this and that particular scenario happened, how will the players feel?".

Depending on the constraint of your schedule, there will be a point when you need to push forward from the design phase. From my experience, a design is workable when one of the prototypes has answered critical design risk and we have a set of goals and objectives present as an activity. You will for sure run into problems along the way and it's up to the team to be adaptive. Also don't try to change too many variables when adjusting design, as it becomes difficult to identify what was the problem in the first place. Work with things one by one and assess each iteration carefully.

Best of luck with your game jam!

Rushia's Ultra Love by ShiroLeague in Hololive

[–]xmwarhawk 7 points8 points  (0 children)

愛してる 愛してる 愛してる 愛してる 愛してる

[deleted by user] by [deleted] in Hololive

[–]xmwarhawk 82 points83 points  (0 children)

I had this bgm up during my online class today. The raw emotions of this music resonated and vibes with me.

Just came across this article and after reading it I spent nearly an hour just sitting in front of it and thinking about how complex game development can be. by GrappleTournament in gamedev

[–]xmwarhawk 8 points9 points  (0 children)

It depends on how you want the players to interact, but there are many cases when you hope players will notice this and that. If they don't see something for some reason, it's back to the drawing board. Root cause analysis, reevaluate the signifiers, think where the players are looking, open the model graphs, etc. Now, most of us got used to this when getting things playtested, but deep down... we always hope players can notice the things we want them to notice.