eezeebee

joined 2 years ago
[–] eezeebee@lemmy.ca 4 points 1 hour ago

Saved money from my first jobs. I mostly spent it on CDs which are nice to have a collection of, but kinda useless to me now. Ultimately it doesn't make much difference because it wasn't a lot of money in the grand scheme, but if I had invested it early it could have maybe made my life better now.

[–] eezeebee@lemmy.ca 2 points 23 hours ago (1 children)

Though I didn’t struggle all too much with Allant, really. I think got him like 3rd try or so. He’s the only boss in the game that felt like a “classic” standard souls boss and not like a gimmick, so I got into it rather easily.

Agreed, he did feel like a proper boss. My struggle was with getting back to him and dying to the dragonfire and regular enemies on the staircase lol.

Penetrator was also pretty easy but a cool fight overall.

Coolest boss in the game, but disappointingly easy.

Oh yea, Maiden Astraea was also annoying because her anointed knight was more of a annoy-ntet (heh) knight. Got parried all the time and they dealt way too much damage.

It was an annoying gimmick, but I still liked it. Just a cool idea overall.

Maybe I should go back for another run sometime?

Absolutely. If you didn't play with sorcery before, I recommend trying it out.

[–] eezeebee@lemmy.ca 2 points 23 hours ago

Yeah, after beating Genichiro I feel like I can beat the game, it's just a matter of mustering up the patience and willpower to actually do it.

[–] eezeebee@lemmy.ca 2 points 23 hours ago (3 children)

I guess I was fortunate because I was able to beat Flamelurker first try (the ONLY boss I beat first try) thanks to the sorcery from Royal starting class, but I can imagine how bad that runback would be. For me the toughest ones were Tower Knight, Spider Boss, and especially King Allant at about 25+ tries. It didn't help that I was max black world tendency before looking up how it worked lol.

[–] eezeebee@lemmy.ca 3 points 2 days ago (1 children)

Seems like it's pretty underrated. I really like the combat system and how forgiving they made parrying. Feels great to master the boss fights. Have you played 2, "Whiskers of Winter"?

[–] eezeebee@lemmy.ca 3 points 2 days ago (6 children)

Sometimes I do enjoy a tough runback, once I've mastered how to dodge everything on the way and if it's not too far of a distance. But then there are other runbacks where it's just hell. The one I'm at in Sekiro isn't that far, but the enemies are tough and I was just fighting with the grappling mechanic to get there smoothly.

Demon's Souls was probably the worst culprit for brutal runbacks of all the souls games I've played.

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

I'm stuck at "Owl". I know there's an idol just underneath him, but with the new enemies in the room and the frustration I've been having, I didn't have the willpower to beat them and activate it to shorten my runback. Eventually I'll go back and try again, but it wasn't fun so I stopped for now.

[–] eezeebee@lemmy.ca 5 points 3 days ago (15 children)

Maybe Sekiro - I stopped at a certain boss because it's hard and the runback is annoying. Sad to say I'm not enjoying this game as much as I had hoped, but I do understand why some people love it.

DS2 - trying to finish my first SL1 run. I'm at Throne Watcher/Defender which I knew would be an obstacle, and I was right. It's funny how the rest of the game's easier bosses became difficult at SL1, and the moderate difficulty ones are about the same difficulty as playing a levelled character. Enjoying the different perspective it's giving me.

Tails of Iron - I think I'm in the late game. Having lots of fun with this and will definitely be checking out the sequel eventually.

[–] eezeebee@lemmy.ca 4 points 3 days ago (1 children)

I won't spoil anything, just wanted to say that I'm excited for you to blindly figure all this out. You only get one blind playthrough!

[–] eezeebee@lemmy.ca 9 points 6 days ago

I prefer the freedom to make my character as cute or as horrifying as I want.

[–] eezeebee@lemmy.ca 10 points 6 days ago

Green olives. Preferably stuffed with garlic.

[–] eezeebee@lemmy.ca 42 points 1 week ago (1 children)

They have survived just fine without outside help, and acted hostile towards most attempts from outsiders to do so. They don't need or want our help. They don't need our technology.

Visiting North Sentinel Island is prohibited by the Indian government. Idiots still do it anyways and usually end up killed.

Leave them alone. They are living their best lives already. No need to interfere. No need to drag them into the misery of the modern world.

 

Miyazaki plz

 

Homemade crust, pepperoni, red peppers.

The crust was just flour, water and a little salt. About 1.5cm thick. Once the dough ball was consistent I coated it with more flour to prevent sticking and then pressed it down into shape.

Pepperoni was sliced off a tube. It looks kind of greasy, but it wasn't too much, and I really like that it curled up a bit. I put the oven on high broil near the end to get it to crisp up a bit.

 

 

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

 
 
view more: next ›