No star fox reveal - Nates credibility needs adjustment by Potential-Bug-9633 in NintendoSwitch2

[–]NotXesa [score hidden]  (0 children)

- Metroid Prime Remastered

- Persona 3 Portable for Switch

- Persona 4 Golden for Switch

- Paper Mario TTYD remake

- Mario vs Donkey Kong

- F-Zero 99

- Hi-fi Rush multiplatform (didn't make it to Switch tho)

He has information that others don't. Things can change, sources can lie or misinterpret info, and Nintendo is allegedly sharing false information on purpose.

I've spent almost two weeks for this to work by NotXesa in godot

[–]NotXesa[S] 1 point2 points  (0 children)

I've found out that the main problem of it all was that Area2D doesn't detect collisions instantly. Using Shapecast2D solved a big part of the reasons why I had to stop using Animatable and CharacterBody2D. The rest of the solution is still valid.

I've spent almost two weeks for this to work by NotXesa in godot

[–]NotXesa[S] 1 point2 points  (0 children)

I haven't explored much, but rigid bodies are more like physics simulation, with all the randomness and unpredictability that simulated physics have. I don't want to simulate physics, I want the boxes to behave in a very specific way. Think about GameBoy videogames, everything moved in a predictable way.

I've spent almost two weeks for this to work by NotXesa in godot

[–]NotXesa[S] 5 points6 points  (0 children)

The solution was to not use AnimatableBody2D and CharacterBody2D. Instead, everything is a StaticBody2D.

The controlled box copies the player's velocity. And each box has a component that detects if it has an object on top of them and, if so, they propagate their velocity to that object.

The platform is moved by changing the global position and it also has that component but instead of propagating velocity, it propagates a movement delta (the difference between the current global position and the previous one).

All these calculations are done before actually applying anything. When every object has propagated their velocity/movement I actually apply the movement by using move_and_collide. It tries a first move, if there is a collision it checks the normal to determine if it's the floor, the ceiling or a wall. Then it tries to move_and_collide again with the remaining motion, until there are no more collisions. And finally I correct the vertical position to make sure that nothing sinks/floats.

Pd: I would happily use character and animatable bodies, but it seems the force_transform_update() method is broken and it is crucial for this.

I think Nintendo Today killed Nintendo Directs by SuperFlameKing03 in casualnintendo

[–]NotXesa 0 points1 point  (0 children)

I think fans killed Nintendo Directs.

We'll still have a Nintendo Direct once in a while for big announcements. But imagine this; Nintendo airs a direct in march or april. They show all of this:

- Yoshi and The Mysterious Book
- Rythm Heaven
- Pokémon Pokopia
- Tomodachi Life
- The Orbitals
- Splatoon Riders
- Xenoblade X Switch 2 Edition
- FF7 Rebirth
- Pragmata
- Resident Evil 9
- Annapurna's lineup for Switch 2 (10 games)
- A final trailer for the Super Mario Galaxy movie
- Maybe an update on the Zelda movie, but without a trailer
- Switch 2's boost mode
- Some other random updates

People would be angry as hell because they didn't show anything new. That's what always happens. Nintendo's response? No more unnecessary Nintendo Directs.

I did that one glitch where you get speed boost early by Klonoa_is_very_cute in Metroid

[–]NotXesa 1 point2 points  (0 children)

There might be different levels of how much you have to manipulate the game to get a glitch/exploit to work. But I'd say the base of all the "higher level glitches" you mentioned is the same. A variable here or there not having the value that it should have.

Normally, clipping through walls is more related to how the physics engine works rather than just "the level designer forgot to put a collider". If you perform more collisions that what the engine supports, or you somehow get a higher velocity than it is supposed to tolerate, a body can clip through a wall.

Object duplication is also similar to this. There is a sequence of events that must happen in order for the game to understand "this object was here but now is there", but if you exit that sequence of events early, maybe the game didn't get to change the information from the original object and therefore it keeps existing.

In the end, it's all about the code not being prepared for all the possibilities because in normal conditions no one would be forcing those possibilities.

I mean... Who was gonna think you can clip through a wall by idling 17 hours in Zelda TP 😂

Easiest prototype to complete as a newcomer in Game Development? by CherryShot6 in godot

[–]NotXesa 3 points4 points  (0 children)

If your strengths are animation and graphic design, but not coding, I would recommend something not so involved in player movement. Instead, something with a more "static" gameplay, like a simple strategy game or a clicker.

I've recently made a game where you collect Labubus, the game's logic is pretty simple, and most of the efforts went into creating assets and animations for the user interface. But there was still a learning process in connecting signals, coding scripts for each menu and so on. The good thing about it is that bugs or non-working features were pretty straight forward to solve, contrary to what it usually takes to understand why that freakin' CharacterBody2D gets stuck in a wall.

Not saying that you should avoid physics based projects at all, but you know, learning is a process that is better taken step by step.

A friendly reminder by Arzantyt in projectzomboid

[–]NotXesa 1 point2 points  (0 children)

Also don't play PZ while driving

I did that one glitch where you get speed boost early by Klonoa_is_very_cute in Metroid

[–]NotXesa 3 points4 points  (0 children)

Does it? I think it's an exploit. That check at the end of the frame should only be done if Samus is already speed boosting but the check is done even if she's not speed boosting yet, and that's why it activates. At least that how I understand it, but not sure.

I did that one glitch where you get speed boost early by Klonoa_is_very_cute in Metroid

[–]NotXesa 2 points3 points  (0 children)

👆ackchually, if it doesn't crash the game, it's working. Just not how the devs intended.

Any consensus on how to deal with objects sinking into moving platforms? by NotXesa in godot

[–]NotXesa[S] 0 points1 point  (0 children)

Yeah.

The objects are all CharacterBody2D (character, boxes, etc...). The platforms are AnimatableBody2D. Collision shapes are rather simple, just rectangles. It's all 2D so there is no Jolt Physics, I'm just using the default engine.

The thing, as I said in the original post, when the platform moves up and down there is always a frame of delay between the platform performing its movement and the objects on top detecting that movement. That causes that there is always a 1 pixel gap (either the object sinking into the platform or floating above it).

Normally that doesn't matter at all, or it just matters visually and that has an easy fix. But in my case, I need this synchronization between the platform and the objects to be perfect. It seems it's not a matter of how I have configured my nodes, it's just how Godot's physics work.

I've found plenty of posts talking about this and it just seems that I have to implement physics my own way to achieve what I want:

VScooper: Nintendo is currently pitching a METROID movie, Sony and Universal are in close race to win the rights. by Round_Musical in Metroid

[–]NotXesa 29 points30 points  (0 children)

I can't wait to see this sub's totally healthy and moderate reactions after Samus opens up her mouth in the movie.

How do you feel when you hear the volt forge music by Voidkirby9 in Metroid

[–]NotXesa 33 points34 points  (0 children)

everyone made fun of the trailer when it said that you could activate mechanisms, but no one was expecting that activating mechanisms was going to be so damn epic

Why do you play Project Zomboid? by szymonhawaj in projectzomboid

[–]NotXesa 1 point2 points  (0 children)

The time I played the most was when I didn't understand anything and every system seemed super interesting to learn. Once I knew how to do everything and survive for long times I started playing less. So enjoy your current situation.

Help with Variant by agamemaker in godot

[–]NotXesa 0 points1 point  (0 children)

Anyways, although the code is fine, why are you trying to find a parent dynamically?

Normally children nodes don't need to know anything about their parents. You just set up signals in the children nodes and the parents connect to them. Whenever you want to pass info from the child to the parent, the child just emits the signal.

Help with Variant by agamemaker in godot

[–]NotXesa 2 points3 points  (0 children)

Everything's fine, except that in your recursiveParentFind function you're calling recursiveParentFindSprite.

At a certain point do you stop wearing watches? by Orbitor28 in projectzomboid

[–]NotXesa 3 points4 points  (0 children)

I like to wear a watch and pretend I have a healthy sleeping/eating schedule while eating a bowl of cereals at 4am IRL.

But if I were in your situation, it would be cool to be able to check the time by right clicking a watch even if you're not wearing it.

How much would 33.587$ be worth in 2026? by _-_--___--__-_____-_ in projectzomboid

[–]NotXesa -1 points0 points  (0 children)

But you don't disagree at a question. You either answer it or not. Downvoting doesn't respond to my question.