@arukaihatsusha@DoctorGester@nuskey8 While I am not a fan of AI myself (long story), do let me know what it created and if it was able to repro the issue.
@arukaihatsusha@DoctorGester@nuskey8 It's not that easy to stumble upon, especially with singletons using them. But I can relatively easily make a reproducible sample if need be
@DoctorGester@arukaihatsusha@nuskey8 This happens because SO becomes unused in Scene B and gets unloaded.
It shouldn't be an issue for singletons since they always exist. But it's worth keeping in mind.
(2/2)
@DoctorGester@arukaihatsusha@nuskey8 Even with that restrictions you can run into a small issue where the SO will lose all non-serialized data "randomly".
It's caused when you have say Scene A and C which use our SO and Scene B which doesn't.
Now going A -> B -> C "resets" the SO since it gets unloaded.
1/
@OutisNiemien@tellow36104473@Ember_arab Maybe, but a shot mirroring the ending shot from the 1st episode but with Pomni happy (as they all accepted their digital fate) would be quite poetic.
"One must imagine Sisyphus happy"
@OutisNiemien@tellow36104473@Ember_arab Based on the show explaining that the goal was to create an "idea generator" (not a game) paired with Caine talking about creating their bodies. It might be that the whole "another consciousness will appear" wasn't part of the plan. At it was just a way to inject training data
@LitFernace @trooper_575 @hxwkxrd@naranciagaming being in the background.
So while you are kind of right, I do think this argument fails for modern game soundtracks.
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@LitFernace @trooper_575 @hxwkxrd@naranciagaming By using more advanced mixing techniques, good examples of that are Risk of Rain 2 and Celeste (mainly the song for the cleaning stage).
On top of that, games like Outer Wilds seem to have tracks that by themselves are meant to take the first stage rather than (2/?)
@eggnog1337 @AX4sqhGS@Pirat_Nation We know Portals would violate that rule tho. Because if you place a cube into two portals placed like that, it will speed up thus gaining energy. So unless portal's energy input is dependent on the action it performs (as in, moving the cube up), we have a problem.
@BruteForceGame Looks great! What are the, I presume from gizmos, raycasts for? Do they just push the player away from obstacles or are they for something else?
@RealLeogrim@malec2b Yes, challenging games in general are a weird concept looking at it from outside.
It works well because it gives a feeling of satisfaction and personal improvement (it is probably also a factor for roguelikes being enjoyable)
You feel like you did work, even tho you didn't.
@RealLeogrim@malec2b Challenge and huge replayability due to random elements.
Roguelikes challenge the player by throwing a new combination of obstacles and a new combinations of tools to solve it every time.
Dying also brings up the stakes higher, similar to hardcore mode in Minecraft.
@maxnichols@ArcRay20 Yeah, but the time limit is relatively huge (if I remember right) so you can take a break to think. Unless I am missing something, which could be the case.
@maxnichols@ArcRay20 I've been thinking about that. But doesn't that point not work here because it's not split-second decision?
The player has plenty of time to judge the distance as that section does not have any autoscrolling. Right?
@DBiomech@KenneyNL But the Sprite Editor is something that lives completely in the editor space. It alone will not affect the build size.
This modularity means:
- You still need to include stuff you don't use.
- You might need to install the sprite editor multiple times and not once per editor
@aaronfranke7@KenneyNL@DBiomech Yes, there are different components. But both the SpriteRenderer (2D) and Image (UI) use a Sprite Asset to define what to render.
If I remember right, Godot does the same. Both the Sprite and UI nodes take the same asset.
@Nifflas@OskSta@Jakob_Wahlberg Outer Wilds does that. It adds weight and grounded feel to the character controller. It becomes really natural after a while, but still a bit sluggish.
Pressing up moves the camera down a bit (it's FPP) and releasing it triggers the jump.