eezeebee

joined 2 years ago
[–] eezeebee@lemmy.ca 6 points 7 hours ago (1 children)

Getting emails faster than you can read and respond to them, and they are all urgent exceptions.

Meetings that could have been emails, wasting your time while the real emails continue to stack up.

Askng important questions (via email) and getting ignored, or only some of the questions addressed.

Visits from the newest suit talking about how great their new ideas will be, just like the last one who said the same thing and was replaced after 6 months.

It is a lot like the movie Office Space, except in current times instead of one job you're doing the work of 2.5 people and making less than Peter did in 1999.

[–] eezeebee@lemmy.ca 2 points 7 hours ago

Great post/format. It feels like I'm a kid reading the gaming news magazines at the grocery store again.

I've been playing Ori and the Will of the Wisps. I like it and the changes they made since Blind Forest, but I'm also feeling frustrated by repeatedly getting lost, even with quest markers. It's tiring to waste so much time traversing the map just to find out I have to go back... somewhere else. Never had this problem when playing Blind Forest.

[–] eezeebee@lemmy.ca 1 points 8 hours ago

Waiting... (2005)

[–] eezeebee@lemmy.ca 10 points 1 day ago (7 children)

I'm interested in knowing the titles you're playing, if you care to list them.

[–] eezeebee@lemmy.ca 4 points 6 days ago

Black metal - - - > witch house

I got burnt out on the new black metal I was hearing, it was all too dissonant and samey to me. Still enjoy the older stuff I grew up with, though.

Witch house has a similar raw energy and dark/sad/dreamy mood that I like in my music.

[–] eezeebee@lemmy.ca 2 points 1 week ago

It's hard to pick just one. Electric Wizard - Funeralopolis is absolutely a contender. Here are a few more that stand out for me:

Primitive Man - Victim (NSFW)

Katharsis - Wytchdance (the riff starting at 3:57, relentless and hypnotic. This band always made me think of Destruction but much darker)

Necrophagia - Dead Skin Slave (a little cheesy but the rhythm changes in the second half go hard)

Spawn of Possession - A Presence Inexplicable (the slowdown in the breakdown then gradual tempo increase, chef's kiss)

[–] eezeebee@lemmy.ca 2 points 1 week ago (1 children)

Heaviest live show I've ever witnessed

[–] eezeebee@lemmy.ca 3 points 1 week ago

Chrono Break

[–] eezeebee@lemmy.ca 7 points 1 week ago

I wrote to the show Video & Arcade Top 10 and they sent me a copy of Super Mario 64.

[–] eezeebee@lemmy.ca 2 points 1 week ago

It's pretty difficult for a movie to feel truly scary to me, and it's been ages since I saw it, but Darkness Falls sticks out in my mind. I think the whole hanging from the ceiling/clinging to the shadows thing is a big part of it. Unfortunately, like with most movies, the fear of the unknown fades the more we get to see "the monster", but the buildup in the first half was good as I remember it.

[–] eezeebee@lemmy.ca 5 points 1 week ago

Like others have said, $100 is a lot. That's the kind of gift one might expect from a direct family member. $50 would be plenty.

Flowers and chocolate on top of that will come off as trying too hard and showing romantic interest. Spare yourself the accusations and tension it will cause between you and your friend. It's a very easy target that people this age will make fun of you for, even if you just intended to be polite.

[–] eezeebee@lemmy.ca 3 points 1 week ago

I nap almost every day.

 

Hello. I'm at a point in my learning where I see potential to make a big mess and want some advice before that happens. Particularly, how to organize game systems like inventory, damage calculation, level variables (eg. locked doors -> remain unlocked even after the level scene is reloaded).

For Inventory (consumable items, weapons etc), what I've done so far that seems to work is create a global script called PlayerInventory, within it is a list of every item as a boolean variable to indicate if the player has it or not. So now when the player travels through different level scenes, their inventory is persistent and any upgrades remain. Seems to work so far.

But how would you go about doing this for a locked door in a level scene? One way is to tie it to a key, in the player inventory - if "key" == true, "locked" = false. Ok, fine. What about a wooden crate that has been destroyed by the player? How would you keep track of the crate's destroyed state without it being tied to a "key item" in the PlayerInventory global script? Is the solution to create more global scripts, like "EnvironmentChanges"? What script should be responsible for remembering this and where should it live?

With regards to a damage calculation system, I think the high level question is similar- how to organize this? The path I'm going down looks like, "DamageManager" global script which handles the calculations and updates, meanwhile the player and enemy scenes have an "HP" node added, with the "hp" value variable set by the parent (the player or that specific enemy).

I'm looking for high-level ideas about how to make these things work together and to keep it as easy to maintain and organized as possible. More details and specifics are welcome, too. Thanks

 
 
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