u/KenchForTheBench

488 post karma · 5,216 comment karma · joined Apr 2017

  1. 168points

    They are still a bit stupid but I love them (v.redd.it) [fun & memes]

    6 comments · source

  2. 5points

    Silent Sly seed for sly enjoyers (self.slaythespire) [SEED]

    0 comments

  3. 2points

    My most satisfying snipe to date (youtube.com) [Highlight]

    1 comments · source

KenchForTheBench

Late reply but yes this is way too unoptimized for large amount of characters.

There are a lot of optimizations possible. Since this post I already reduced the ray count by half without any major impact in behavior. I also experimented a bit more with the fallback logic with nothing concrete yet. The next possible optimisations would be to only ray cast every x frames instead of every frame or to find some adaptive behavior on that front.

I also don’t use ray cast when a character is effectively in combat/immobile.

KenchForTheBench

link to code for anybody interested: https://pastebin.com/WqANPcuN

KenchForTheBench

This is fully achieved using context aware steering (no navigation agents).

Started from a 3D implementation of https://kidscancode.org/godot_recipes/3.x/ai/context_map/ but ran into a few edge cases that made me add some extra features.

The overall behavior is composed of different parts:

- A target detection component that finds a suitable target. For now it's basic and selects the closest one with periodic + signal driven rechecks for new targets (e.g. out of range, dead, etc.)

- A steering component which is responsible for picking the final direction based on surroundings

- State machine on each unit that switch between movement state (follow path or walk towards target) and combat state (attack while target in range)

KenchForTheBench

Creating a relatively well organized, fully functioning factory but while also keeping it slightly chaotic. I tend to plan quite far ahead (having done 3/4 full playthroughs) but then rarely fully destroy/change the locations of production lines.

My main draw to this game are the constraints you have early/mid game regarding resources and space forcing you to make different decisions and trade offs compared to other runs/map. That’s also why like difficult or impossible starting locations on the various maps.

I also tend to lose interest in the late game when all these problems tend to be solved.

KenchForTheBench

Would be way too op with all the sly cards. It still won me a run with the rare skill that applies poison on card draw and the relic that duplicates the first exhausted skill. I was applying 60+ poison turn 1 to all enemies

KenchForTheBench

In zsh it is ctrl-x ctrl-e. It also requires to set the EDITOR environment variable to nvim

KenchForTheBench

Always 236HP after 214HP~6P, LP version will often drop. 

KenchForTheBench

Ah nice missed that one. 

KenchForTheBench

You should try to find a 7k combo for Marisa 

KenchForTheBench

Only perk of being a Marisa player

KenchForTheBench

I second the warning, do not DI medium jinrai.

You can DI heavy jinrai if he doesn’t have lvl 3.

KenchForTheBench

Autopilot/mashing/tilt/all of the above

KenchForTheBench

Reading comprehension is difficult

KenchForTheBench

That’s just wrong. The pushback is a bit weird but a light bnb is 2lp 2lp 214lp. Stand jab target combo only links on counter hit

KenchForTheBench

My constant 600% double blight post and 6 firefighters beg to disagree. Not sure if I am just over-abusing rain engines. Obviously prestige 11 makes a huge difference.

KenchForTheBench

mini.files

KenchForTheBench

The super is a loyal fan

KenchForTheBench

The “naive” approach is to do 6236, hold heavy kick to get charged DP, another 236 while releasing heavy kick then pressing punch for the super, essentially something like 6236 HK (hold) - 23 (release HK) - 6P. This is awkward because you have to time when to release the HK.

In practice you don’t have to release the HK and end up doing 6236 HK (hold) + 236P. When you press P here you can still have HK pressed.

KenchForTheBench

Also you can keep holding heavy kick and pressing punch for the super.

KenchForTheBench

That was one cold handshake between Galan and Lebron

KenchForTheBench

He tried to climb the grid to get the ball back. I don’t think it was anything too serious.

KenchForTheBench

I use both split (zsa ergodox and voyager) and regular laptop keyboards (Mac book pro). Honestly vim motions does not depend on the keyboard but just getting used to them. Keep at it, it’ll become natural pretty quickly.

Regarding you second questions, stay away from the arrow keys and get used to go back to normal mode when you need to move around. It is actually quicker to press ESC h i to move on character left than staying in insert mode and moving your hand to the arrow keys.

Last tip would be to look into alternatives other than the physical ESC key to exit insert mode. Some people remap the caps lock key to ESC, some use the jj or jk shortcut, etc. Try a few options and see what works for you.