blades in the dark – What potions/bombs does a Leech have access to starting the game?

The main book has more detail on items than the character sheet does.

Bandolier: A strap worn across the body, fitted with specially-padded
pouches to hold three alchemical agents or spark-craft bombs. When you
employ an alchemical or bomb from a bandolier, choose one from the
list at right (or one of your custom-made formulas). See page 226 for
more on alchemicals and bombs. During downtime, you automatically
refill your bandoliers, so long as you have reasonable access to a
supplier or workshop. (1 load)

You don’t have to explicitly create the standard potions/bombs, and (under normal circumstances) it refills between scores.

unreal 4 – Is naming convention a good base for a sorting and tagging system for game assets?

TLDR: what are the pros and cons of using a naming convention for tagging and sorting game assets?

  1. for the UI to search and handle it
  2. for devs and gamers to move files around

I am building a game that is designed to be moddable under UE4.

I am going to have tons of assets (clothes, hairs, jewleries and their textures materials and whatnot) to deal with.

This has to be organised well to avoid issues later on, and for the UI to be able to handle it in a user friendly way.

Eventually the game has to be localized for a bunch of non-latin character systems, too.

The easiest way would be to use a prefix/suffix system when naming the assets, which would come in the game in as Blueprints, containing the asset and some extra data as well. This would be a requirement for modders.

For example:

tag          |name        

And then all I do is just search tru the name of the asset. I feed it the text the user typed for the name part, and the tags as strings for the tag part, and than hide the tag part from the user.

I set up a test scene and it does work ok with 500 assets, running the search every time you hit a button.

Later on I can store tag data in json or just as a plain string in the Blueprint.

The issue is that as the number of tags grow, the length of the string grows too, which can be a problem later on.

I thought about using strings and json files to store the tagging data in the Blueprint as well.

I would like to have 2 categories of tags by default

  1. region or body part: head, torso etc —> makes searching and
    categorizing very easy but not as efficient, can be appied to nearly all asset types

  2. asset type: cloth, jewlery, armour, etc

My questions are:

In your experience

  • are there pitfalls of using a prefix suffix system, for example security, performance, ease of use etc? if yes what are they?
  • what are the alternatives – I thought of using databases, but I don’t have much experience with them, not sure which one works best with a high number of Blueprints, I saw quite a few on the Marketplace…

I ‘d like to make it as simple as it can be, no overcomplication or overengineering.
I just want it to be usable, user friendly and easily extendable as the project grows.

mmo – How does faction work in a Multiplayer game?

I’m trying to work out how Factions would work in any Standard MMO

If the player is hostile with a faction, then the NPC’s of that faction would attack on sight.

If the player is neutral> with a faction, then the NPC’s of that faction wouldn’t attack on sight.

The “Reputation Value” would be an integer.

Hostile = 0
Unfriendly = 2000
Neutral = 4000
Friendly = 6000
Honored = 8000
Revered = 10000
Exalted = 12000


When the player Logs in. The Bandit faction must find out the Player’s Reputation Value towards them.

if Player.Bandit.UNFRIENDLY or Player.Bandit.HOSTILE:
    the NPC would be able to attack the player on-sight.
    the NPC won't be able to attack the player on-sight.


ReputationValue = Player.Bandit.Reputation

if ReputationValue > 4000
   the NPC won't be able to attack the player on-sight.
   the NPC will be able to attack the player on-sight.

This is more complicated than it initially appears.
Every player has a FactionList, and the FactionList ReputationValue can change potentially, multiple times per second.

For the player, it is relatively simple, they have a FactionList which contains the FactionName and FactionReputation for each Faction. Clientside, they can attack anything as long as it’s 5999 or below.

But for the Enemy, Serverside. they need to check the players FactionList and not only for a single player, but for potentially hundreds of players.

For ANY entity to KNOW if they can or can’t attack, they first NEED to know the SPECIFIC player’s FactionList ReputationValue for their Faction.

the FactionList ReputationValue is a constantly changing value which must be obtained potentially every few seconds from Each Player.

How does this check work?

When is it performed?

How often is it performed?

I’m assuming Each Faction performs this check whenever a player logs in. Adding this players value to a list.

Performing this check as part of an Aggro-radius would be insanely inefficient.

keyboard – Shift key makes taskbar appear in game

So am using UbuntuDDE 20.10 and i have this annoying issue. Every time am in game that played with Steam when i press Shift key the taskbar appears, so i have to press Super key twice to hide the taskbar again.
I noticed that this functionality happens just with Stem and Steam games which is weird!!

So any help please.

algorithm – How to calculate best move in Match-3 game?

I am having a hard time identifying how to approach this problem.

If you have a match 3 game and the objects can only be swapped horizontally and vertically, and only swapped if it will result in a match of 3 or more jewels, which will be removed, with each removed jewel adding +1 to the score.

How would I find the best possible move? I’m confused at where to start and been searching for a while now and getting nowhere.

  • Board 6×6 or 8×8
  • Matches = 3 or more of same kind
  • write function to find best swap for maximum score.

Any help would be greatly appreciated !

EDIT: So I could iterate through the entire board with a nested for loop for the rows and columns, but im not sure what approach to take from here.

For example, say I start with top left which is “red” and I want to test if swapping this will result in a match. How would I go about searching and identifying all possibilities that would result in swapping this left equaling a match and score of 5.

**If I am being really unclear I apologies and will remove my question and possible reword.

Colour block example

architecture – Instantiating GameObjects in Custom Game Engine

So,i’m having a bit of an issue with instantiating my gameobjects into to universe(My Scene object).

I can create an empty object from scratch and populate it from there with ease,my problem starts when i try to clone the gameobject which i just created.

My steps are

  1. I create an empty gameobject (GAMEOBJECT A)
  2. I add an component to it (COMPONENT A)
  3. Now i create a gameobject B from A
  4. GameObject B created,and the component A is in the component list of the gameobject B
  5. I try to get the component using inheritance but nullptr returns

It seems when i try to clone components,it returns only the base class pointer.There i try to recreate the derived class and add it to new gameobject’s component list but obviously i fail.

  • If i cant solve this with inheritance how can i solve it ?
  • is there better way to implement such a desing ?
  • or i just fail to use inheritance in c++.If it’s, can you guys point out what am i doing wrong here

This is my GameObject AKA RGameElement

enter image description here

This is my Component AKA RElementComponent

enter image description here

and this my Instantiate via gameobject ref function

enter image description here

c++ – Smooth out movement of the snake in a 2d Snake game

I am working on a 2-D snake game in C++ with the SFML library. I would like to smooth out the movement of my snake as it looks extremely choppy currently.

How the Snake moves

The snake is made up of a list of parts. If I want to move the snake, I simply remove one part from the back (.pop_back()) and then add a new part in the front accrding to the velocity. This works perfectly. The speed of the snake must be the same as the distance between the parts. So if the distance is 15, the will be 15. But a speed of 15 is extremely high, so I need to only update the snake every few frames or use sf::Sleep(). Since the snake moves such a high distance every frame, the movement doesn’t look smooth at all. And since the speed must be equal to the distance between the parts, reducing the speed doesn’t work too. How can I come about tackling this?

linux – Wine: How to fix: winediag:LdrInitializeThunk (Game: League of Legends)


Wine AppDb:

Fedora32 64 Bit

Wine Version: wine-5.18 (Staging)

WINEARCH=win64 win install-lol.exe

 002c:fixme:winediag:LdrInitializeThunk wine-staging 5.18 is a testing version containing experimental patches.
002c:fixme:winediag:LdrInitializeThunk Please mention your exact version when filing bug reports on
0040:err:ole:start_rpcss Failed to open RpcSs service
install-lol.exe(00000024): ALWAYS| App Root: Z:/home/kevin
005c:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFA, 04DBFEF8
install-lol.exe(00000024):   WARN| No version found in system.yaml, computing it. Patch version ma
y be inaccurate
0024:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
0024:fixme:nls:get_dummy_preferred_ui_language (0x8 0031E484 0031E4B8 0031E480) returning a dummy value (current locale)
0024:err:winediag:WS_getaddrinfo Failed to resolve your host name IP
install-lol.exe(00000024): ALWAYS| InstallRemotingServer: starting remoting server on port 38387
install-lol.exe(0000006C): ALWAYS| Starting agent
006c:fixme:ntdll:NtQueryInformationToken QueryInformationToken( ..., TokenElevation, ...) semi-stub
007c:fixme:kernelbase:AppPolicyGetThreadInitializationType FFFFFFFA, 04DBFEF8
0074:fixme:ntdll:NtQuerySystemInformation info_class SYSTEM_PERFORMANCE_INFORMATION
0074:err:winediag:WS_getaddrinfo Failed to resolve your host name IP
install-lol.exe(00000068): ALWAYS| Connecting to
install-lol.exe(00000068): ALWAYS| Connection succeeded!
install-lol.exe(00000068): ALWAYS| Connection is valid!
install-lol.exe(0000006C): ALWAYS| Agent launched and connection established
install-lol.exe(0000006C): ALWAYS| Successfully elevated installer agent.
00a0:fixme:winsock:GetAddrInfoExW Unsupported cancel handle

If i make a game in Unity where a player can host their own servers, will it still cost me more money?

I know that with Unity’s networking system, you will have to pay Unity if you have more than X players on your servers at the same time. I believe this is because that Unity is hosting the servers, and it costs them internet service? But if the players are hosting their own servers, this wouldn’t cost Unity any internet. Is it possible to host your own servers using Unity networking, and if so, will it still cost extra money? thanks. :]

Soccer Pong Arcade Game?

Hi. I have played a free online arcade game that I thought was very fun and I would like to continue playing it but I can’t find any sites that have it (I found it on a random Google’d arcade site).

You are in a 3d room with a rectangle paddle and there is a blue rectangle on the wall across from you. The object of the game is to hit the blue rectangle on the wall as many times as you can with the soccer ball before the time runs out. You can click on powerups to get more time. You can move your paddle in all three directions.

Have you seen this game/know where I can find it?

Thanks much,