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hfcred.dev
Unity Avatar Creator || VRLabs Dev || Wiper Onetrick || Discord: hfcRed || He/Him 22yo || My prefabs and other links: http://hfcred.carrd.co #vrchat #splatoon
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Honestly, curling on Wiper seems to work a lot better than I originally thought. First impression is that as a Wiper it would be worth to flex onto if the comp/map mode demands it
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Initial thoughts, curling is a lot better on it than I originally thought. Plays a lot more aggressive, quarter/half charge works for trapping/combos especially under ledge, and aids movement. Zooka good. Might actually pick this up
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I was really disappointed by this, too. Wiper already has curling built in. Splatbomb and fizzy were still available for Splatanas, and would actually enable the weapon a lot better. I would rather have Splatbomb and a mid special. Big miss imo
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Just hit the "add weapons and stages" button
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The game still runs at 1080p 60fps on the Switch 2
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Would have loved to see how the mouse holds up when plugged into the Switch. Guess we will have to wait until a game comes out that supports that input type.
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I assume 3rd party mouse support is a per-software thing and you cant use your mouse in the Welcome Tour?
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Heya, I've postponed this for now as I've spent the past few weeks working on sendou-badge-uploader.pages.dev I'm also moving to a different country soon, so I probably won't get to work on the planner over the next few months, unfortunately.
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Thats my goat!!!
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Well, the line of sight visualization will only be a small part of the planner. If there's anything else you wish existed or you were able to do when doing VOD reviews, do let me know. Any idea is worth brainstorming.
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Is there anything else you would like to see or find useful?
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The current estimation is 4 months to complete the full feature set 😔
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Line of sight stays as red, arcs and falloff range is shown as purple
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Specifically, ramps, obstacles, and unpaintable surfaces are still the big pain points. I want the algorithm to be as sophisticated as possible so I don't have to go and edit all 160 map images by hand
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I cant use things like 3D models or depth buffers from the game because that wouldnt be future proof, as homebrewing will not be possible by the time S4 releases. Instead, I wrote an algorithm that generates a depth texture from a map image. Theres still some issues with it, but it's getting better
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Falloff weapons like slosher, brush, explo, etc. will also have an increased tolerance for wall height. I'm thinking of making areas that aren't in line of sight but still reachable via falloff purple
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It will, because the only difference between modes is the range. There is also a "jumping" parameter for weapons that can pressure ledges like Splatanas. AOE is doable but tricky mostly because it's difficult to visualize and communicate to the user.
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Thank you! It's only a small part of what the planner will eventually be. If you have any feature requests/ideas for things like coaching and content creation, feel free to drop them anytime. I still lack a lot of perspective in those areas, so I'm always looking for feedback
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Thank you! Theres a lot planned, layering is one of them in cases like Romens overpass, as well as accounting for aiming up/down. The challenging part is automating as much of this as possible, so I dont have to manually edit 160 stage images to extract all necessary textures and data.
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Very little! Things have stayed mostly the same. I updated the wording a bit, made the line between expression params and OSC dotted, added the new PB params, and cleaned up the graph. Nothing super substantial, but some things should be clearer now.
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Blank version for translations
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My goat has fallen...
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Wouldn't building data pipelines make you a Data Architect
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Nice! How is it compared to Wiper? For me, even after playing it a lot, I can't really get Mint to click nearly as well for me compared to Wiper..
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Matchmaking range can be found here github.com/Leanny/splat... in the field "Range". So for Wiper (id 8010) it would be 13.0 Physical range you can find here (wiper) github.com/Leanny/splat... Including hitbox and paint size/distance/falloff, etc. So you could calculate range and paint accurately.
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Range as in matchmaking range or projectile range?
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Can't believe we still don't have 3rd pieces
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Yes, babe, I NEED to put on the EEG before I go to bed!
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Emailing Nintendos legal team to taunt them might be the dumbest fucking thing one can do in this situation
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hfcRed if he was EPIC
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Bro...
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Nvm it immediately broke on Firefox
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It's the output from an AI model trained on around 1.5 million matches, as well as Sendou builds
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Unity implements a handful of optimizations under the hood. Your avatar can actually cost less or more frametime depending on the other avatars that are in the instance. You can not measure this accurately in a vacuum.
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I will always 100% trust you with everything as long as I can 100% blame you for everything. That's the deal.
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Really depends on the scope and how much customizability you want. Some good WYSIWYG sites are Carrd, Squarespace, and WordPress. Astro has good templates, but now you're getting into the territory of manually typing the site and hosting it. Lastly, you can always program it up from scratch.
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You can play around with it here, and leave some feedback if you like. Still a heavy WIP. splatgpt.pages.dev