[–] 2 points 2 months ago

feel like I should give standard on mtga a break since Im already sick of playing against landfall, or do I bite the bullet and just build an izzet deck?

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  • [–] 4 points 2 months ago (2 children)

    I know when they made the new starter decks for foundations, I think I recieved them? was a while ago, feels like more than a year ago. previous account will probably be better since youd have your existing cards rather than starting fresh since I dont think they give new players much?

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  • [–] 2 points 2 months ago

    yea honestly JaN0h4ck's advice by moving the input check into is probably what you'd want to have a crack into trying otherwise for cleaning up code I would recommend 100% using Godot's actions so instead of doing an if statement for checking InputEventMouseButton and if its pressed or not and then checking the button index, just use an event.is_action_[pressed/released], or you check if the event is an action type and then call a separate function passing the event in to check the action just to make your _input function a little cleaner by only having the logic for the non button events happening in there

    also considering how much youre calling camera.get_global_mouse_position() and whatnot, I feel like you may as well just set a variable at the top of the func for it, having the space for that would also help if you were to look into any other "mouse" position stuff such as touch screen inputs or virtual pointers from a controller

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  • [–] 13 points 2 months ago (6 children)

    recommend using godot's action system instead of checking for specific button inputs https://docs.godotengine.org/en/stable/getting_started/first_3d_game/02.player_input.html#creating-input-actions since it can more easily allow for controller support and remapping, unless there's a reason you are checking for specific keys? also is there a reason to using _unhandled_input() over _input()? Otherwise I would also recommend moving some of this logic into separate functions as a start

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    I'm assuming I am allowed questions here? Haven't posted much on lemmy.

    I'm wanting to make a small project with support for both playing on a desktop with mouse and keyboard as well as playing on oculus quest 2. Since the project settings include a checkbox for OpenXr I'm wondering if that needs to be turned off for building for nonvr, if its fine to leave enabled or if there is some export preset stuff I can do?

    Unrelated question but are there any lemmy communities for showing off games we make from game jams? Did see a game jam community that had links to game jams themselves that hasnt been active in a while

    13th of May update (www.teamfortress.com)
    submitted 1 year ago by [M] to c/tf2@lemmy.world
     

    Damn been forgetting to post these here lol

    Fixed HUD scope animation exploit (GitHub fix from mastercoms)
    Fixed case where the door model for Match Status HUD wasn't initialized before setting the submodel (GitHub fix from rabscootle)
    Fixed money not automatically being collected in Mann vs. Machine respawn rooms (GitHub fix from mastercoms)
    Fixed stuck Mann vs. Machine bots sometimes causing spawn softlocks (GitHub fix from Mentrillum)
    Fixed Mann vs. Machine ammo canteens not affecting energy weapons (GitHub fix from Mentrillum)
    Fixed 'Shell Extension' achiemevent not working for energy weapons (GitHub fix from Mentrillum)
    Fixed not being able to deploy parachute after landing and becoming airborne without jump button (GitHub fix from FlaminSarge)
    Fixed some heap allocated KeyValues leaks (GitHub fix from Dmitry Tsarevich)
    Relaxed in-game chat restrictions for certain accounts 
    
    Smissmas 2024 update! (www.teamfortress.com)
    submitted 2 years ago by [M] to c/tf2@lemmy.world
     

    Team Fortress 2 Update Released December 11, 2024 - TF2 Team

    Happy Smissmas 2024!

    All players who play TF2 during the event will receive a Stuffed Stocking as a gift! Stockings contain goodies for good little Mercenaries.
    Featuring 6 new community maps: Overcast, Fortezza, Penguin Peak, Patagonia, Cutter, and Maul
    Added the Winter 2024 Cosmetic Case
        Contains 23 new community-contributed items
        The Festivizer can be found as a bonus drop when opening the case
    Added 3 new community-contributed taunts to the Mann Co. Store
        Taunt: Fore-Head Slice
        Taunt: Peace!
        Taunt: Curtain Call
    Added 18 new community-created Unusual effects
        9 new effects for Unusual hats
        9 new effects for Unusual taunts
    All cosmetic and taunt cases will grant Smissmas 2024 Unusual effects instead of their normal Unusual effects during the event. This does not include crates.
    Mann Co. Store winter sale!
    Smissmas runs through January 7th, 2025 
    

    General

    Fixed a client crash when previewing imported items in the Workshop dialog
    Fixed showing an error model when equipping the Scottish Resistance
    Fixed The Executioner not hiding the Scout's dog tags
    Updated the Mountebank's Masque to fix a problem with the materials
    Updated/Added some tournament medals
    Updated vsh_distillery, vsh_nucleus, vsh_outburst, vsh_skirmish, and vsh_tinyrock
        General
            Added the gamemode intro movie (made by Lacry, thanks)
            Improved the delivery of VSH-related voice lines for Soldier, Engineer and Sniper
            Updated some VSH-related voice lines for Saxton, Soldier, Engineer and Sniper (thanks The Rat Man)
            Added Hale's kill icons
            Visual improvements to Hale's Ability HUD (thanks Funicular)
            Added a visual cue signaling an upcoming Saxton Punch!
            Minor visual improvements to Saxton Hale and his particle effects
            Fixed the boss bar sometimes starting invisible
            Fixed a rare crash caused by seeing blood decals on Hale while playing on low graphics quality settings
            Fixed a rare bug when Hale's Ability HUD textures become missing
        Balance Changes - Saxton Hale
            Added Brave Jump Fatigue. Each consecutive jump will be less powerful, requiring a short break to restore to full strength
                Weightdown ability is disabled during Jump Fatigue
            Increased Hale's health by ~100HP per opponent
            Adjusted Hale's health formula against 24+ opponents - Hale now gains 2000HP for every opponent past 23 (thanks Megascatterbomb)
            Hale's resistance to knockback reduced from 75% to 35%
            Head Stomp damage now scales with Hale's downward speed, dealing between 64 and 193 damage (previously dealt flat 195 damage)
        Balance Changes - Mercenaries
            Explosives and fire now deal 50% more damage against Hale
            The 40% minigun damage penalty now applies to full crits only
            Broken Demoman shields now retain the charge ability
            Demoman shields now absorb only 50% of the incoming damage upon breaking (a would-be-lethal blow will leave the Demo at 1HP)
            Greatly decreased sticky trap damage reduction
            Removed Scottish Resistance's 20% damage penalty
            Baby Face's Blaster now loses 20% of its boost upon Wall Climbing
    Updated vsh_tinyrock (additional changes)
        Improved performance
        Fixed odd clipping at one of the spawns
    Updated vsh_distillery (additional changes)
        Improved performance
    Updated vsh_nucleus (additional changes)
        Fixed setup time ending five seconds too early
        Improved detailing in some areas
        Improved clipping on staircases
        Increased control point capture time to 15 seconds
        Removed collision on some lights
        Changed damage model and damage amount of the toxic waste pit and puddles
    Updated vsh_skirmish (additional changes)
        Fixed setup time ending five seconds too early
        Fixed an issue where Engineers could build in the crocodile pit
        Fixed not being able to wall climb certain trees in the main arena
        Fixed some lighting issues on stalactites and other props
        Parts of Hale's intro sequence no longer play while waiting for players
        Improved optimization and detailing in some areas
        Improved clipping on spiral stairs (Thanks Aar!)
        Updated security system
    Updated cp_brew
        The shortcut from RED spawn to the "A" point now has a nobuild trigger
        Added floor indicator for the health kit in the "A" point wooden shack
        Adjusted "A" point wooden shack to allow more breathing room
        Fixed getting stuck on the "A" gate's frame
        Fixed teletrap near "A" point ditch route
        Fixed being able to place buildings inside an out-of-bounds room outside "A" point
        Fixed some stuck spots near "B" point
        Fixed being able to shoot through a crack in the BLU forward spawn
        Fixed floating props in the diner
        Fixed one way door not forcing itself closed
        Cleaned up some collisions and clipping across the map
        Improved lighting on all of the archways
    Updated koth_krampus
        Fixed missing trees in skybox
        Improved look of waterfall texture near full health-kit
        Fixed minor visual errors
        Minor NPC clipping changes
        Fed krampus some oats
    Updated pl_emerge
        Switched on the cart light
        Fixed RED players being able to sit on the edge of an exit of BLU's starting spawn
        Fixed some doors showing incorrect textures
        Fixed the final capture point displaying an incorrect string
        Fixed the map occasionally playing incorrect ambient sounds
        Minor visual and performance tweaks
    Updated cp_carrier
        The Carrier now has full crits rather than mini-crits
        The Carrier now uses the robot voice lines
        Improved hearability of the Carrier's voice lines and footsteps
        Fixed visual bugs with the boss bar
        Fixed the Carrier sometimes becoming invisible while taunting
        Fixed animation glitches when a Demoman Carrier holds a Stickybomb Launcher
        Fixed occasional phasing through the elevator platform at BLU spawn
        Decreased size of the frog
    
    submitted 2 years ago by [M] to c/tf2@lemmy.world
     

    Europe region

    Signups: NOW! – June 21st 18:00 CEST
    Group Stages: June 24th – July 19th
    Playoffs: July 21st – TBA (Signup Dependant)
    

    The cup will be played over 3 weeks in swiss, with playoffs starting from July 15th and length will be decided once signups are closed. Due to this being a new gamemode and focusing more on the movement mechanics of TF2 rather than DM, we will be hosting swiss as one group.

    submitted 2 years ago by [M] to c/tf2@lemmy.world
     

    Australia region

    You can sign up for Sixes Winter '24 from Wednesday the 5th of June 2024, until Wednesday the 19th of June 2024. We aim to have seeding out by Friday the 21st of June 2024 at the latest, before the season starts. The season starts Sunday the 23rd of June 2024.

     

    Magnetic Mayhem is a summer community MvM charity tour featuring 6 intermediate, 9 advanced, and 6 expert missions across 19 maps. Complete the tour to earn up to 2 in-game medals!

    Charity: Donate to the National Brain Tumor Society to earn up to 3 donor medals! https://moonlight.tf/charity_instructions https://scrap.tf/fundraiser/PMAR24

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