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Bmon

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Bmon last won the day on December 3 2023

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  1. *TOOLBOX TEAM NAME PENDING EDITION* Once a year TG Station hosts a charity tournament where different servers come together to bash each other skulls in with toolboxes for a good cause. This year's charity of choice is Doctors Without Borders. I am currently looking for two other players from Paradise to join me in kicking some ass and putting on the best show we can in the name of charity. Last year we managed third place out of thirty-plus other teams! The tournament is currently scheduled for Dec 16th from 3:00 PM to 7:00 PM EST. Also, I haven't settled on a name for the team yet since I was bullied by both Paradise and TG last time for picking a boring name :( . I'll probably pick something suggested from this thread so brainstorm away below! More details about the tournament and charity can be found on the TG Station Discord. SIGN UP NOW!
  2. I don't think many people aim this way? Personally, I hole my cursor somewhere in the middle of my viewport and lead my shots. This wouldn't do much because you're not clicking the other person's sprite so no way to block the shot. Take a look at the Steam hardware survey if you want a general idea of what monitors most people are using. Keep in mind account for aspect ratio not resolution. Resolution is just pixel density which means nothing to SS13(pixel game lul). A quick google search will tell you what aspect ratio a certain resolution is.
  3. This is a fantastic feature that I've seen successfully implemented on two great servers (Goon, TG) and has been implemented on countless others. The only reason SS13 and most older byond games are 15x15 is because monitors 20+ years ago most monitors were big blocky 4:3 CRTs. In that context 15x15 makes perfect sense, but in today's world where I can almost guarantee you no one here is using a 4:3 monitor, a 19x15 viewport is the way to go. Some servers even use a 21x15 viewport like goon, cit and skyrat which is roughly what 19x15 viewport looks like on a 16:10 aspect screen. Also, briefly touching combat advantages. Two extra tiles on the side of the screen in the grand scheme of things isn't that big of a concern. You can compare SS13 with any topdown game released in the past decade to see that they all give an advantage to the sides of the screen far greater than two tiles in most cases. Regardless, we should not be so strung up on the combat advantage of two tiles, our focus should be on the overall gameplay and feel and this does wonders in improving it.
  4. Woah there, I don't think anyone is out to get me nor do I think there is a conspiracy against me, that would be silly. I am usually upfront and blunt with people so I am sorry if you feel as if I was being argumentive, it was not my intentions edit: Probably best to leave it here. I am going to shut up now.
  5. Saying they prefer another PR but not stating why is not an explanation. I don't think a single day really changes my point much. I picked those examples based on the day they got judged by the design teams. Also, why are we trying to fit these into an arbitrary timeframe?
  6. I can only speak from my own experience so these are my PRs. https://github.com/ParadiseSS13/Paradise/pull/19836 https://github.com/ParadiseSS13/Paradise/pull/20096 https://github.com/ParadiseSS13/Paradise/pull/20115 All these never got a why. PRs being closed by the author are irrelevant. Don't know why Miraviel decided to list them.
  7. It's a perspective thing. If you compared the development cycle from uhh idk around 2017 when I first started playing, of course, things are better now. I am just noticing things slipping back, it's hard to see that happen considering the strides in progress that have been made lately on the development side of things. I am always going to be a pro-transparency purest, that's just who I am and what I believe in. Some wise old man would probably tell you and me that the solution lies somewhere in the middle.
  8. I am sure it has happened, I am not at all dismissing that. I just believe that it is more detrimental for us to be closed off than it is to be open with our development decisions.
  9. I understand how the Paradise development team works so I am just going to skip over that part. I don't know why you're cherry-picking examples, I could do the same with more recent PRs to try to prove a point, there will always be outliers. I made this thread because I noticed it was happening more now than it was before. And I am not even touching on the fact that a lot of the times there are only one or two people are voting. In your own example, only one person voted on that PR out of a team of five. The least the design teams could do is to take five or ten minutes to look at a PR and say yes, no or abstain. Before at least the whole team was getting together to vote on PRs which lead to discussion, this has all but stopped in recent times and has led to an overall decline in communication. Moving on I really do hope whoever is making death threats over 2d spaceman game gets swiftly banned. I do understand where you're coming from though, especially with that example, I think special circumstances could lead to a PR being voted on privately but I do not believe it should be the norm. Regardless it is not good practice to be closing PRs with no explanation, it pushes contributors away from wanting to contribute to this codebase. And yeah, sometimes we do get explanations but again it is my own opinion that this has been in decline. Your bullet points do prove that some things should stay private but I am still of the opinion that the greater development channel should be visible. Most of these things could be moved into separate private channels. I don't think many people will be down your neck for merging X PR. Again, it is my experience that the contributor usually gets most of the flak for an unpopular PR being merged.
  10. I agree that something like that constantly happening could lead to burnout but I just don't think many people would go out of their way to harass the maintainer team for voting on PRs. In my own personal experience, it's the PR creator who gets most of the heat for an unpopular PR that gets merged. I guess what I am getting at here is wanting to understand why maintainers voted the way they did and how that could be useful for understanding what should be changed in the future. An explanation could do this but most of them are rather brief and usually don't give the full picture
  11. If someone is going out of their way to harass a maintainer for voting a certain way then they should be banned, simple as that. Being able to see why the X design team voted the way they did and their thought process behind that would lead to a greater understanding of what went wrong. Right now we get nothing but a blank yes or no which in the case of the latter is nothing more than an absolute insult to said contributor as you are talking about potentially hours of someone's free time being flushed down the drain with no explanation. I don't see any downsides to making the channels visible, most counterarguments honestly feel like a strawman of 'somebody' 'potentially' harassing the maintainers when the obvious answer to that is to just ban people who do that. Also, this adds zero extra strain on the development team, they don't need to come out with a statement every time a PR is closed or merged, you could just look at the respective design channel and figure it out yourself. Many other servers already have their development channels visible and I think we would clear up a lot of frustrations by following in their footsteps.
  12. I have noticed a massive decrease in communication and transparency on the github ever since PR voting has been split into different design teams. It's to a point where I myself no longer want to contribute to this server as it is a massive morale zap to see your PR closed with little to no communication from the different teams. I think it'd be productive to see exactly why and how the different teams are voting on PRs the way they are. There's no reason for our PR review process to be private, we are an open-source codebase. Do note the differences between visible and public. I am calling for all development channels to be made visible meaning that anyone can read them but not talk in them.
  13. We got third! I want to thank everyone who watched and our team memebers@Eric6426and @ItsMarmitewho had to fill in for Corn and Hal. We did amazing considering all odds were stacked agaisnt us, couldn't have made me any more proud. Thank you! p.s. fuck cancer. parasweep 2023
  14. For those of you that aren't on TGs discord Date and time has been announced along with sign ups being opened. @CornMyCob& @CharliminatorAre you both free at this time?
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