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Messages - PhantOS

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let's pray he never gets it to work 🙏

Drama / Re: kokonut/maxymax13 - obsessive nitpicking
« on: Yesterday at 12:11:41 PM »
replace “ammo gun” in my original example post with your tournaments server. dont lie you wouldnt  feel bad, the difference from just being upstaged in this situation is id be talking about how mine is so much better and how bad yours is in public/to you/on your topic
see now I know ur lying cuz my tournaments would always be better than yours. go back to the farms

Creativity / Community game jam - starts 8/24
« on: August 22, 2019, 09:30:40 PM »
so there's a pretty cool jam coming up in two days, its being hosted by all the big unity tutorial fellows like brackeys, jabrils, blackthornprod, etc

i dont know how many people here still actively work on games especially since the death of the game design megathread. but this is a pretty good excuse to get back into the zone and make some more cool stuff. i'll be participating mainly cuz i need an excuse to make more games too

General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 22, 2019, 09:24:07 PM »
static maps already dont have a place in a building game, but with brickadia's procedural brick grids and stuff then it really won't be needed

Drama / Re: kokonut/maxymax13 - obsessive nitpicking
« on: August 22, 2019, 02:26:23 PM »
the polite way of doing it would be to offer to collaborate, and if they don’t want to then at least wait a while before releasing your superior version. as a person who’s been upstaged quite often it’s really discouraging when there’s a douche sitting in front of you always reminding you that you’re leagues behind them, and that’s just not something worth caring about enough to follow through in a dead lego game
so yes, making an objectively better version is better for the mod, but you’re partaking in killing yet another content creator for the game
the only thing you can lose in this scenario is your pride and as a creator of any medium you're encouraged to not have a hubris. there's always more work to be done, in fact it would be flattering to make something and see another person realize it fully and expand upon it further in ways I couldn't imagine. being upstaged by someone in a modding scene is trivial, it's not like there's anything at stake

Drama / Re: kokonut/maxymax13 - obsessive nitpicking
« on: August 22, 2019, 01:54:18 PM »
like the whole purpose of design in general is iterating and innovating upon similar concepts with the goal of making new things.

Drama / Re: kokonut/maxymax13 - obsessive nitpicking
« on: August 22, 2019, 01:51:37 PM »
perry why are all your opinions bad
so rather than introducing something better to the modding community that benefits everyone, you just shouldn't... because moral reasons?

Add-Ons / Re: Support_FixAddOnSorting [v3]
« on: August 22, 2019, 03:12:41 AM »
is it even possible to make blockland 64 bit
it would require a full recompile of the engine which isn't even supported anymore

Drama / Re: kokonut/maxymax13 - obsessive nitpicking
« on: August 21, 2019, 03:10:32 AM »
imagine if when you made your ammo gun i immediately made a better version with reloading, custom model, and effects and released it an hour after yours. technically im not doing anything wrong, but it comes off as me trying to make your addon irrelevant by posting a “better” version right after.
i mean making an objectively better version of anything is... objectively better. obviously iterating off other people's work only yields a higher quality product. the only way the original creator could possibly be upset would be if they made the original mod for personal reasons only. if you were motivated to provide some form of content that's missing then you'd definitely be happier with a better version being made, one that expands upon more than what you could do

Games / Re: Kerbal Space Program 2
« on: August 19, 2019, 11:02:16 PM »
The wheels better not be loving pieces of stuff in this game too
the devs of ksp 2 have confirmed that turning left 5 degrees will no longer send you into low orbit

Games / Re: Kerbal Space Program 2
« on: August 19, 2019, 07:51:21 PM »
i was also expecting a lot more landing gears to break

Games / Re: Kerbal Space Program 2
« on: August 19, 2019, 07:46:23 PM »
yes. and i was just rewatching scott manley today

General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 19, 2019, 05:05:17 PM »
What do you mean by "Expensive"? If their goal is to add mod support eventually and they do not have time constraints, why does it matter how long it will take?
scope is a perfectly valid constraint here. all of the devs obviously have lives and expenses that need to be covered, so blowing up scope needlessly is going to take away from their lives and take development longer to complete. i'm not worried about how long it'll take, i'm worried that the scope will become so large that they'll have to cut it out of development entirely or settle for an inferior solution. in the past i've heard talk about just riding along with UE4's obstructive front end baked packaging system which is already a huge hint that the scope of mod support has become a little too big at this juncture

it doesn't matter what expense we're talking about when i refer to 'expensive' whether it be time money or sanity. it's still more expensive. designing scalable and modular software is already the most important aspect of programming as a whole, and obviously doing it later will make everyone's job harder.

i dont know the internal landscape of brickadia, but if mod support was a massive priority it would be the first thing that the devs would want to show off, well before their building controls or procedural brick grids. introducing new mechanics to an open-ended sandbox game is moot when you consider that all of the mechanics can be designed in post on top of a well-made plugin system, even by the community

General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 19, 2019, 04:31:33 PM »
When I was in the discord at the time the general knowledge was that the content was being made using blueprints and a lot of code was optimized to be interfaced with blueprints. I didn't know about a scripting language but I assume that that's the only logical step towards flexible modding. It still is guaranteed to be more expensive to implement at this stage in development as opposed to a year or so ago

General Discussion / Re: [BG Official] Brickadia Hate Thread
« on: August 18, 2019, 01:44:27 PM »
Even with full flexibility of a mod support system, runtime modding is always superior to baked mods and they do require reflection and interfaces made specifically for dynamic changes

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