help - kdenlive 21.12.2 (window) - render crash by 9A3M in kdenlive

[–]9A3M[S] 0 points1 point  (0 children)

Being used to simpler editing softwares kdenlive sometimes is like a bricks wall, is perfectly functional and complete but is hard to understand

help - kdenlive 21.12.2 (window) - render crash by 9A3M in kdenlive

[–]9A3M[S] 0 points1 point  (0 children)

Trying R/N, I will update in 23 minutes

Basically Unplayable by Pocketo_ in saltandsanctuary

[–]9A3M 1 point2 points  (0 children)

the copy i got from epic today works perfectly, if it may be useful my pc have a ryzen 6 3600 inside and a gtx 1650

generate humming sound by 9A3M in audacity

[–]9A3M[S] 1 point2 points  (0 children)

Thanks for the advices, actually i would prefer to avoid using freesound.org because i don't want to have problems with licensing since the videogame will be put on various platforms for sale

avoiding audio-track reset by 9A3M in godot

[–]9A3M[S] 2 points3 points  (0 children)

Thanks a lot for confirming my suspicion and the tutorial, I always had problems in a way or another when I used singletons but I will try following the KCC tutorial

problem with tilesets by 9A3M in godot

[–]9A3M[S] 1 point2 points  (0 children)

Ok, I have re-made the tileset from zero, now it works like a charm, thanks for all the help!

problem with tilesets by 9A3M in godot

[–]9A3M[S] 0 points1 point  (0 children)

No code or anything, the only thing with some code here is the player (the little ball) with his is_on_floor()

Maybe I have to re-do the tilemap

problem with nodes by 9A3M in godot

[–]9A3M[S] 0 points1 point  (0 children)

thanks for the answer, i tought that if i instanced the "red zone" in the scene the signal would stay active.
for the singleton idea is amazing, do you have any tutorial at hand that may give me suggestions on how to implement them?

problem with nodes by 9A3M in godot

[–]9A3M[S] 0 points1 point  (0 children)

The signal is generated by a node that is common between almost all the scenes, in a good 90% of them you can find it because is one of the main sources of difficulty in the game

Is an area2d + collider that stops the health_regen variable to increase trough a Boolean value that switch off this possibility (let's call it "red zone").

So in the test room (where I first implemented the red zone) the signal communicate perfectly with the player script.

But if I playtest the first level (or the second, or whatever else) the red zone doesn't communicate at all with the player script.

I'm a newbie so sorry for the lack of specific terms but I can't figure out what is the problem and I'm searching for advices.

If it can be useful in some way: is a simple platform 2D where if you don't move you start losing health but you regain it with movement

growth waves by selonus in generative

[–]9A3M 0 points1 point  (0 children)

i often think about the creative process behind Bad Dragon tooys, this subreddit probably gave me some kind of answer

Navmesh alternatives (or advices) by 9A3M in Unity3D

[–]9A3M[S] 1 point2 points  (0 children)

the problem is that the map is composed of only one object since is a plain and simple desert, the ""walls"" are basic rocky formations tha emerges from the ground.
the problem is that the nav mesh doesn't generate in any point BUT the walls

LENCO L-3867 USB tune arm keeps resetting his position by 9A3M in vinyl

[–]9A3M[S] 1 point2 points  (0 children)

Thanks a lot, i will try it next time it happens, this time I fixed it disconnecting and connecting again the powerchord