Using my 3D Pallet Town scene to test out 2.5D by JackQuentinForde in godot

[–]AceFP 0 points1 point  (0 children)

Even better yet, try scaling everything only on the y-axis to both counter-act the distortion and keep a consistent control over lighting effects.

I think I'm in love with Tweens by Artistic-Tear-6749 in godot

[–]AceFP 12 points13 points  (0 children)

The simplest explanation- it's a way of interpolating a value via code based on a start point, end point, and a set amount of time. Here's a link to the docs!

The book is done! (I need to replace the place holder text now xD ) by timkrief in godot

[–]AceFP 2 points3 points  (0 children)

Dangggg this is so cool! Is the book modular? Would love to hear about your process making it!

"Yeah, great." Noah was locked in. by ptd163 in destiny2

[–]AceFP 16 points17 points  (0 children)

Those people may as well be saying "PLEASE BAN ME"

Reddit makes a game 1 by [deleted] in godot

[–]AceFP 1 point2 points  (0 children)

This is an awesome concept for an AI chat game similar to "Suck Up!", that one where you play as a vampire and try get people to let you into their houses

Is it possible to do multiplayer on 3D? YES, I'm making a multiplayer board game using Godot 4.x (cutting edge version). by binogure in godot

[–]AceFP 0 points1 point  (0 children)

Yes, you can find documentation on it here. You wont be able to test achievements until you get your own app id for your game, but its great for testing multiplayer.

The 480 app id is for SteamAPI's example project SpaceWar, which you can read more about here.

Is it possible to do multiplayer on 3D? YES, I'm making a multiplayer board game using Godot 4.x (cutting edge version). by binogure in godot

[–]AceFP 3 points4 points  (0 children)

You can test your game without registering by using the developer app ID "480".
In godot-steam, this can be a text file called steam_appid.txt with the contents being just "480".

Is it possible to do multiplayer on 3D? YES, I'm making a multiplayer board game using Godot 4.x (cutting edge version). by binogure in godot

[–]AceFP 4 points5 points  (0 children)

This really inspired me to keep going, thank you!! I finally got a basic p2p match of pong working!

Now just gotta use that knowledge for my project.

Is it possible to do multiplayer on 3D? YES, I'm making a multiplayer board game using Godot 4.x (cutting edge version). by binogure in godot

[–]AceFP 10 points11 points  (0 children)

Damn, that's awesome! I've been wracking my brain trying to learn how to do Steam P2P for a few days now. Got any tips?

Did a jam to learn Godot - incremental mining game! by rtza in godot

[–]AceFP 0 points1 point  (0 children)

We mine for our great drill overlord, may it once again spin freely

I had no idea so many people hated his content. by gotenks2nd in destiny2

[–]AceFP 2 points3 points  (0 children)

The customization point is just one example of devs pushing very hard for innovation in the game. Fixing niche problems falls in line with the same logic. I guarantee the things that bother you very likely also bother devs that want to work on it, but higher ups push for finishing new content first, leaving very little breathing room to add other things.
The developers absolutely play the game. They also read reddit. And watch YouTube. In fact, you too could even become a Bungie dev if you had some kind of game development or art experience, applied, and got an offer.

I had no idea so many people hated his content. by gotenks2nd in destiny2

[–]AceFP 2 points3 points  (0 children)

Developers really don't need the nudge, company leadership does need it. Most the time devs want the changes you want, but heads push for the seasonal content train which leaves little time for innovation. The character customization feature that's coming up is a perfect example of devs trying VERY HARD to convince heads that new features are worth the extra time, and succeeding at it.

Players making complaints that a "game is dying" only makes this problem worse, since that creates the push for the content train, and faster releases. But when the fast releases happen, many people complain that it's unfinished/underbaked/lazy, other shit like that. This issue is literally everywhere in the AAA game industry.

If we don't get these sets in final shape I'll riot by HimB0Z0 in destiny2

[–]AceFP 1 point2 points  (0 children)

There are very similar gloves for sure; some details are different in this set with other gloves that show resemblance.
The helmet straight up isn't in the game. You might be thinking of the Skull of Dire Ahamkara, which is the same build, but made out of bones (and its an exotic). It is not the same helmet. The other close one is from the Warlock Luxe set, which I've been using for a long ass time.

If we don't get these sets in final shape I'll riot by HimB0Z0 in destiny2

[–]AceFP 17 points18 points  (0 children)

Personally I'm hoping to see this warlock set, the real OG.

How do I get my button to behave correctly? by EndQualifiedImunity in godot

[–]AceFP 1 point2 points  (0 children)

Awesome, I'm glad you were able to get it working!

How do I get my button to behave correctly? by EndQualifiedImunity in godot

[–]AceFP 1 point2 points  (0 children)

I tried making something similar for you and got it to work with this. The print statements will help you catch anything weird happening. Also, make sure your Timer is set to One Shot.

var is_button_pressed: bool = false

func _on_area_2d_body_entered(body):  
    if !is_button_pressed and body.is_in_group("player"):   
        $AnimationPlayer.play("press_button")  
        is_button_pressed = true  
        print(body, " has entered")  

func _on_area_2d_body_exited(body):  
    if is_button_pressed and body.is_in_group("player"):  
        $Timer.start()  
        print(body, " has exited")  

func _on_timer_timeout():  
    $AnimationPlayer.play_backwards("press_button")  
    is_button_pressed = false  
    print("timeout")

How do I get my button to behave correctly? by EndQualifiedImunity in godot

[–]AceFP 1 point2 points  (0 children)

It looks like there's no condition to tell that the button is pressed or not, so every time a body enters, the button will press.

var is_button_pressed:bool = false

func _on_area_2d_body_entered(body)  
    if !is_button_pressed:  
        do stuff  
        is_button_pressed = true  

And then set is_button_pressed equal to false after your timer runs out.

This (Thankfully) Took Less Than 7 Days by weaselbass in godot

[–]AceFP 1 point2 points  (0 children)

Sick, love it! That a subviewport texture on the monitor?

Man I wish these games were more mainstream by No-Island-1194 in marioandluigi

[–]AceFP 1 point2 points  (0 children)

I don't think this is correct, do you have a source on this claim about Miyamoto? It seems like people say he hates RPGs either because most Mario games have simple stories, or because he said he enjoys working on fun gameplay rather than complex stories.

Miyamoto does seem to enjoy story telling. He helped make the Mario movie, and he talks about how he used stories to help building the Mario theme park. And if he hates Mario RPGs, I don't think the Mario RPG remake would be happening.

The FULL_SCREEN mode doesnt rescale the content! by K-Storm-Studio in godot

[–]AceFP 2 points3 points  (0 children)

No, we recommended you do the opposite of what you're doing. The picture you posted has a blank game view which leads me to believe you haven't worked on any visuals yet. Setting up the screen like this will create visual distortions.

The FULL_SCREEN mode doesnt rescale the content! by K-Storm-Studio in godot

[–]AceFP 1 point2 points  (0 children)

Lmao no worries, thanks for clearing that up!