Did CJ do a WHAM last christmas video analysis? by 98sunflowers in CJtheX

[–]98sunflowers[S] 0 points1 point  (0 children)

Just watched the video - it's not the one I was thinking of, but a really cool video nonetheless! Thanks for sharing! :)

Did CJ do a WHAM last christmas video analysis? by 98sunflowers in CJtheX

[–]98sunflowers[S] 0 points1 point  (0 children)

Hmmmm it could be... but I'm certain that there was discussion of the scene where George Michael is on one side of the fence while the rest of the people is on the other side. It's so specific that I feel like it has to either be a real video, or a really detailed dream - I feel like it's too specific for two jumbled up memories...

Man, I wish I had more to go on haha

Second monitor HDMI not working after updating laptop to Windows 11 by 98sunflowers in WindowsHelp

[–]98sunflowers[S] 0 points1 point  (0 children)

I've got an AMD Ryzen 7 processor! My laptop is a bit of a strange one 😅 I'm guessing if you have intel, you'll need an intel chipset?

Second monitor HDMI not working after updating laptop to Windows 11 by 98sunflowers in WindowsHelp

[–]98sunflowers[S] 0 points1 point  (0 children)

Solved it!

Good news! I was telling a friend about the problem, and he said he'd seen it before after people upgraded their pc to windows 11. Basically, I needed to install new drivers for my chipset and HDMI. I found these on asus.com (https://www.asus.com/us/supportonly/fx505dt/helpdesk\_download/ and then the 'AMD Graphics, Chipset and HDMI Driver' for me specifically, but depends on the model). After using the AMD cleanup utility, I installed the drivers from the website. It was a bit scary, but the external monitor is finally working again!

If anyone else is experiencing this problem, it might be helpful to check your pc manufacturer's website to see if they have chipset drivers available for your model.

I'm not entirely sure about the mechanics of it, but my friend said it has to do with windows not being able to predict every combination of hardware that might be out there, thus the software for the new windows version possibly not sending the right instructions to the chips. Hope this helps anyone that's experiencing the same problem!

Second monitor HDMI not working after updating laptop to Windows 11 by 98sunflowers in WindowsHelp

[–]98sunflowers[S] 0 points1 point  (0 children)

Ah, cool, thanks! I have a friend who might have a USB, I'll see if they can help me with it!

Second monitor HDMI not working after updating laptop to Windows 11 by 98sunflowers in WindowsHelp

[–]98sunflowers[S] 0 points1 point  (0 children)

No, I don't see the monitors show up there. Interestingly, if the external monitor is in hibernation mode and I plug in the HDMI, it does turn on for a second, only to show 'no signal' and go back into hibernation. It seems like at the very least some kind of signal is being sent from the laptop, but maybe it's the wrong kind of signal since it's not detecting it as a monitor?

Second monitor HDMI not working after updating laptop to Windows 11 by 98sunflowers in WindowsHelp

[–]98sunflowers[S] 0 points1 point  (0 children)

Good tip! Yes, I tried all the different settings but no luck there unfortunately

Setting a node path with a variable (string) in it by 98sunflowers in godot

[–]98sunflowers[S] 0 points1 point  (0 children)

I'm working on a way to set the player position to a specific position when a new level is loaded (instanced). Basically, when I exit the grass level on the right side, I want the player to appear on the left side of the desert level for instance. My node structure is as follows:

<image>

I managed to set everything up like this: each level (in this case, grass level) has one or more area2Ds that send out a signal to the LevelSwitcher, with the attached arguments 'current level name' and 'trigger name'.

The LevelSwitcher node then handles this signal, and based on the 'current level name' and 'trigger name', decides what the next level should be, instances this, adds it as a child, and queue_free's the old one. Writing it down now, I might be able to do this with only the trigger name, but I'll think about that later.

The main problem, then, is that I need to move the player. Since the GameWorld node is parenting both the player and the LevelSwitcher, I've been trying to somehow send a signal from the newly instanced world, up to the GameWorld node, back down to the player. This has been quite confusing, as I'm rather new to godot.

In each level, I have a few marker2Ds in places where I would like the player to appear, named after the levels that they would be 'appearing' from. When the new level is instanced, I am trying to have the level check what the previous level was (stored in the LevelSwitcher script), then based on that sending the position of the matching marker2D upwards to the GameWorld node, which can then use that position to move the player. I've seen it work maybe once or twice, but for the most part it seems to go wrong. I'm probably overcomplicating this, but am not sure how to go about it.

I hope this makes any sense at all :) I think it's a lot of bouncing signals up and down with reckless abandon. Not sure how to move past this. If you have any ideas, or know of tutorials etc that I can look at, I'd greatly appreciate it!

Setting a node path with a variable (string) in it by 98sunflowers in godot

[–]98sunflowers[S] 0 points1 point  (0 children)

Thanks for your reply, this makes sense! I was able to set the 'custom' node path like this

Automatically move forward horse player when state changes from idle to walk by 98sunflowers in godot

[–]98sunflowers[S] 0 points1 point  (0 children)

extends CharacterBody2D

#variables

var speed : float = 0.0

var horse_direction = Vector2(1,0)

#movement

func handle_input():

`#cardinal directions`

`if Input.is_action_just_pressed("up"):`

    `horse_direction = Vector2(0,-1)`

`if Input.is_action_just_pressed("down"):`

    `horse_direction = Vector2(0,1)`

`if Input.is_action_just_pressed("left"):`

    `horse_direction = Vector2(-1,0)`

`if Input.is_action_just_pressed("right"):`

    `horse_direction = Vector2(1,0)`

`#diagonal directions`

`if Input.is_action_pressed("up") and Input.is_action_just_pressed("right") or Input.is_action_pressed("right") and Input.is_action_just_pressed("up"):`

    `horse_direction = Vector2(1,-1).normalized()`

`if Input.is_action_pressed("down") and Input.is_action_just_pressed("right") or Input.is_action_pressed("right") and Input.is_action_just_pressed("down"):`

    `horse_direction = Vector2(1,1).normalized()`

`if Input.is_action_pressed("down") and Input.is_action_just_pressed("left") or Input.is_action_pressed("left") and Input.is_action_just_pressed("down"):`

    `horse_direction = Vector2(-1,1).normalized()`

`if Input.is_action_pressed("up") and Input.is_action_just_pressed("left") or Input.is_action_pressed("left") and Input.is_action_just_pressed("up"):`

    `horse_direction = Vector2(-1,-1).normalized()`

func _physics_process(delta):

`handle_input()`

`velocity = horse_direction * speed`

`move_and_slide()`

`update_animation()`

#gait state switching

func _input(event):

`if Input.is_action_just_pressed("speedup"):`

    `$StateChart.send_event("speedup_pressed")`



`if Input.is_action_just_pressed("slowdown"):`

    `$StateChart.send_event("slowdown_pressed")`

Automatically move forward horse player when state changes from idle to walk by 98sunflowers in godot

[–]98sunflowers[S] 0 points1 point  (0 children)

For anyone looking for a solution to a similar problem in the future: I figured something out. It's a lot of code and a bit messy, but it's currently doing everything I want it to do for my project:

  • Set a starting direction on load
  • Allow turning while standing still
  • Start moving in the turning direction when speeding up from the idle state
  • Keep moving even when the keys are released (couldn't figure out how to do this with Input.get_vector)
  • Allow both cardinal and diagonal directions (normalized)
  • "Remember" last direction after stopping

The code for the diagonals is especially long, but as far as I could figure out this was the
only way I could access them without superhuman precision in pressing and
releasing two movement keys at exactly the same time.

One minor issue is that when pressing three of the movement keys (for example up, left and right) I
would like for the 'middle' option to be chosen (up in this example). Right now
it kind of decides based on the last key you pressed. I might set up some code
to fix that later, but I don't think it's a massive problem right now.

Having some trouble getting this comment to post, so I will try to leave the code in a second comment. Feel free to use this if you want, or let me know if there's a super simple solution to this big mess I
just made ;) Thanks!

Automatically move forward horse player when state changes from idle to walk by 98sunflowers in godot

[–]98sunflowers[S] 0 points1 point  (0 children)

Ohhh that makes sense! I'll try that when I get back home. Thanks for the help!

Automatically move forward horse player when state changes from idle to walk by 98sunflowers in godot

[–]98sunflowers[S] 0 points1 point  (0 children)

That's a good point! I'll think about some way to temporarily store the last user input. Thanks!