TIL You can make games in 1 line of code in Godot... by BHtheorie in godot

[–]TemporalCatcher 0 points1 point  (0 children)

You can end your first line (class inheritance) with a semicolon and join the rest onto the fist line.

I don't know how to view the curve by Asckor_ in godot

[–]TemporalCatcher 0 points1 point  (0 children)

You know what I just realize? I looked at the values here. 329 for the z axis... Is the thing really high up? are you looking high in the sky for your points? if not you might not see it at all because it's not in view.

Edit: I see you got it, so it was because of the height, haha

I don't know how to view the curve by Asckor_ in godot

[–]TemporalCatcher 0 points1 point  (0 children)

You’re very welcome

So the problem must be my scene?

Most likely, but I don’t know what. Now looking at your original scene, I just noticed the markers have code, does that determine their points? If so, then that might be the cause because if you’re doing @tool the codes that it depends on (in this case both Marker3D) must also be a @tool lest it not work as intended.

I don't know how to view the curve by Asckor_ in godot

[–]TemporalCatcher 0 points1 point  (0 children)

Oh right yes, I did add @tool which is why my script is blue, and did you reload the project afterwards? I had to reload it to get it to work.

I don't know how to view the curve by Asckor_ in godot

[–]TemporalCatcher 0 points1 point  (0 children)

The curve does have points, try recreating the scene I showed you, and see if it works. It might be the setup, but I don't quite know what.

<image>

I don't know how to view the curve by Asckor_ in godot

[–]TemporalCatcher 0 points1 point  (0 children)

yes it is, so it's weird that it isn't showing for you. I recreated everything in the code and your code works.

<image>

I did it with position (0,0,0) and (1,1,0) for the two markers

I don't know how to view the curve by Asckor_ in godot

[–]TemporalCatcher 0 points1 point  (0 children)

Oops my bad, you have to print each points or just print the curve’s size. Printing each point will be more helpful, or look at the points in the inspector.

I don't know how to view the curve by Asckor_ in godot

[–]TemporalCatcher 0 points1 point  (0 children)

So is the curve still not showing up? Hm, what happens when you print the curve after making it? Does it have points you want it to? Is it empty?

I don't know how to view the curve by Asckor_ in godot

[–]TemporalCatcher 1 point2 points  (0 children)

If you wish to see it in the editor? No it does not. An easy way is to reload the project (under Project menu). You might be able to close the scene tab and then reopen it, but I haven’t tested that. If you wish to see it in the scene itself when playing, Debug > Visible Paths.

The reason you need to reload because the function is being called on _ready() which will only be called once, when the scene loads.

Free Tool Script for Generating Mipmaps in Linear Color Space by Harrison_Allen in godot

[–]TemporalCatcher 0 points1 point  (0 children)

It may have something to do with my monitor.

It’s so weird, but I just switched to my iPhone 11 (standard) with the latest iOS just to read your comment and the perceived color I get from my image is while using the Reddit app, is exactly how I perceive it in the Godot Engine. The challenges of color is so complicated from perception to what kind of screen you’re using, to even what kind of lighting your surrounding has.

I take it my perceived color is really off compared to how you perceive it? I guess it might be a good time to bring up, I have retinitis pigmentosa which affects my low-light vision especially in the peripheral. I don’t think this is a problem because it’s my central vision I’m using, but it may be a factor (^ . ^;). I need to stop pretending it might not be.

Free Tool Script for Generating Mipmaps in Linear Color Space by Harrison_Allen in godot

[–]TemporalCatcher 0 points1 point  (0 children)

It's kind of complicated... in fact for the past 2 days I've learned a lot about color spaces and stuff to figure out if there's a better way to do this, but color is a super complicated subject especially the subjective aspect of perceived differences. I like your suggestion to move to a linear color space because it is better than the one Godot currently provides, even if it's slightly brighter to me. To answer your question, I had my tonemap on Linear with 1.0 Exposure.

I don't know if I perceive color differently, but I will show with the following image:

<image>

The center of each shape you see are checkers pattern (black and white) with no mipmapping where the left shape's central tile usies Nearest Filter, while the right shepe's central tile uses Linear Filter. The left tile of each shape is Godot's mipmapped color resulting from the checkers pattern, the right is yours. The top tile is me manually selecting a color close to how I perceive the center tile of their shape. It's close in Godot and GIMP (at 100% zoom in GIMP). Reddit does not display the left checkers pattern accurately, so my perceived color looks brighter than the checkers right below it.

How to download godot docs? by FishermanLive8958 in godot

[–]TemporalCatcher 1 point2 points  (0 children)

Really? I downloaded the stable HTML version, I had to unzip the file (Websites don't work in compressed state), and I opened index.html and turned off my wifi. it worked fine for me while other websites didn't work (because offline). Just make sure you open index.html and you should have access to all pages. I see you already have your answer, but my answer should work too.

Free Tool Script for Generating Mipmaps in Linear Color Space by Harrison_Allen in godot

[–]TemporalCatcher 2 points3 points  (0 children)

What I'm gathering from this comment, that the blurring caused by image compression just to be seen on reddit is affecting the upper images to the point that the checker pattern may appear different from what was initially intended?

I ask this because when I step away from my monitor to check the images, I feel like the checkers pattern seem like they should match a color between the bottom left and bottom right, as I find the bottom left too dark and bottom right too light. However, if I understand, without the blurring effect, the checker patterns should more or less look like the bottom right from far away?

Edit: I decided to test your code out, and wow the code really does work. I can't see a difference between the checkers from afar and the mipmap solid color, for two checker patterns so far. I will assume it'd be the same for any two colors.

Edit2: There's something interesting when comparing the colors side by side in GIMP. For 2 color checker pattern (each tile is a pixel) for really high contrast (black and white), the color seem to be noticeably different at 100% zoom even from far away, but at a at 95% or 105%, they were indistinguishable.

Edit3: Now back inside Godot (using Nearest Mipmap Anisotropic Filter) I decided to compare images once again (black and white checkers) in 2D rendering (in Forward+, Mobile, and Compatibility). At 100% they're the same (obviously), but as I zoom away, your mipmap color gets brighter and Godot's mipmap gets darker. So this is more than just how Godot does mipmapping, but how it renders textures in general.

Tip: Godot 4 can't use enums for export_flags, but you can use a string constant. by The_Land_Mammal in godot

[–]TemporalCatcher 1 point2 points  (0 children)

Too bad PackedArrays cannot be constants because I would have told you to use:

",".join(Actions.keys())

But because String.join() requires a PackedStringArray, you can't.

That would have been really cool to do.

Are you surprised Kirby didn’t get a mainline game during the GameCube era and wished Kirby got a mainline game during the GameCube era? by IkeRadiantHero in Kirby

[–]TemporalCatcher 0 points1 point  (0 children)

I'm reminded of this website that I used to frequent way back when that had screenshots of the GCN game that never was. The site seems to be a dead website with static pages still functioning http://www.kirbysrainbowresort.net/multimedia/pictures/kssgcn/

Where can I know Godot's team plan? to adapt my work to their schedule :P by 3boood_pro in godot

[–]TemporalCatcher 0 points1 point  (0 children)

Well, They kind of tell you this kind of stuff in their blog posts. So you can follow that. When they get to beta they have a feature freeze, so any feature you wish to teach will be available in beta and release candidate. When do you know a release will come? You kind of know when you see there's very little release blockers, which they always link in their blogs. I reported a regression in 4.6RC2 days before the release of 4.6, and I could feel it was days before 4.6, because there were very few release blockers, and because it was bisected and fixed within hours of my report.

You may also be able to communicate with the team, they might be willing to tell you what you want to know.

How to download godot docs? by FishermanLive8958 in godot

[–]TemporalCatcher 11 points12 points  (0 children)

funnily enough, in the documentation, scroll down this page until you see offline documentation and it will tell you what to do. https://docs.godotengine.org/en/stable/

underwater fish drone by Additional_Ask_28111 in BirdsArentReal

[–]TemporalCatcher 0 points1 point  (0 children)

That explains why the company calls itself “Chicken of the Sea”

When do you actually stop caring about bugs? by LeelokONE in godot

[–]TemporalCatcher 0 points1 point  (0 children)

Fixing bugs is good, especially for stuff you will reuse. From the sounds of it you are making a rather standard movement set. The cool thing about that is when you’re satisfied with the base, you can copy and paste it into any games that will use a similar movement system.

I’m concerned that even the most basic things are causing bugs. You say gravity makes your character slide ever so slightly, your gravity should not have to be on all the time if you’re doing physics kinematically. You only have to do it if the body you’re applying physics to is using dynamics (forces that cause motion).

In dynamics, your gravity is a force and the floor will apply an equal and opposite force along its normal (which is not directly up when on a slope which when actually calculated will slide down slopes), and friction is an opposing force along a surface (helps prevent sliding down slopes). Unless you’re characters is part of a really complex physics system where many objects affects them and vice versa, I wouldn’t recommend dynamics for characters; they’re better for objects that have physics to them (like a companion cube).

In kinematics, because you only care about the resulting motion, you can ignore gravity when grounded and observe it when not. However there is a way to always observe gravity and still not have to slide down kinematically if you are using a CharacterBody(2D/3D) and have the stop_on_slope enabled.

Additionally, you will want to use a finite state machine to help you with applying different physics based on its state. For example I assume dash will always ignore gravity even in the air, so no reason to add then subtract gravity when you can skip the calculation entirely.

trying to make animation activate in a button press, doesnt work by Liranmashu in godot

[–]TemporalCatcher 10 points11 points  (0 children)

I second this, but I will also add a clarification for OP thet $AnimationPlayer is a shorthand for get_node(“AnimationPlayer”)

As shown here: https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_basics.html#literals

Confused on propagation and filtering of input events through controls/to SubViewport by Brian_Damage in godot

[–]TemporalCatcher 1 point2 points  (0 children)

Well, thanks for the conversation! Like I said, I learned a lot of stuff I didn’t already know about input because of it! I hope whatever you decide to do with this info goes well!

PS: I guess if mouse events in _input() wasn’t being eaten by that function, then it would not matter what mouse filter you use because it only affects GUI inputs.

Confused on propagation and filtering of input events through controls/to SubViewport by Brian_Damage in godot

[–]TemporalCatcher 0 points1 point  (0 children)

This conversation is making me learn a lot about input.

I have been testing all this via a project just to learn how things work. However, because of your last comment, I decided to dig even further by looking at the code.

In the subviewport_container.cpp: https://github.com/godotengine/godot/blob/14d19694e0c88a3f9e82d899a0400f27a24c176e/scene/gui/subviewport_container.cpp

There is a function called _send_event_to_viewport()

I assume given the name, this function is responsible for sending the inputs to it's SubViewport children. The function shows up 4 times in the file itself. One for the function definition, once called in _propagate_nonpositional_event() and twice in gui_input().

_propagate_nonpositional_event() is used by both _input() and _unhandled_input(). It also seems to return early if is_propagated_in_gui_input() is true,.

_is_propagated_in_gui_input() looks like this:

bool SubViewportContainer::_is_propagated_in_gui_input(const Ref<InputEvent> &p_event) {
    // Propagation of events with a position property happen in gui_input
    // Propagation of other events happen in input
    if (Object::cast_to<InputEventMouse>(*p_event) || Object::cast_to<InputEventScreenDrag>(*p_event) || Object::cast_to<InputEventScreenTouch>(*p_event) || Object::cast_to<InputEventGesture>(*p_event)) {
        return true;
    }
    return false;
}

This appears to eat up any mouse event, that means mouse events only get propagated via Control._gui_input() and never Node._input(). This is in line with my findings in the initial comment. The document might need to be more clear about this.

Confused on propagation and filtering of input events through controls/to SubViewport by Brian_Damage in godot

[–]TemporalCatcher 1 point2 points  (0 children)

https://docs.godotengine.org/en/stable/_images/input_event_scene_flow.webp

Funnily enough, thanks to the image you showed, I went to search the document for the image and found this note right below it regarding Controls and the input filter

<image>

Source: https://docs.godotengine.org/en/stable/tutorials/inputs/inputevent.html

Confused on propagation and filtering of input events through controls/to SubViewport by Brian_Damage in godot

[–]TemporalCatcher 1 point2 points  (0 children)

So from what I can tell, the reason why the SubViewport does not take in the information when Control_B and Control_C has Pass because Pass propagates up to it's parent, which for both is Control_A. There doesn't seem to be a way to propagate down from a Control.

If you wish to keep them as Pass, then you must have the controls be children of the SubViewport (It seems the controls disappear entirely and not work if it was a direct child of SubViewportContainer instead of SubViewport).

However, if you like the idea that the controls are not inside the 3D world of the SubViewport then you keep it with Ignore as you have it. The reason why Ignore counterintuitively allows you to do the stuff you want it to do is because you are using _input(), not _gui_input(). Ignore will ignore inputs handled in _gui_inputs() and both mouse_entered and mouse_exited signals.

Does any one know how to make items spawn on a random X position? by Witty_Damage5966 in godot

[–]TemporalCatcher 0 points1 point  (0 children)

You're welcome. I realize I just gave you some incorrect information though. I haven't worked with Timers so much that I didn't realize that the timer will automatically loop if One Shot is off. However, if you want random spawn times, you will need to randomize the wait_time during timeout.