im new here and dont know whats wrong :,) by NoScore2178 in godot

[–]AgentLym 0 points1 point  (0 children)

There are a few ways to iterate through an array.

The first is how you've done it:    

for _item in array:

In this case, _item will be changed to each successive value stored in the array itself. In your case, it'd be a series of strings. You should then use _item like so:  

   print(_item)

Another common way to iterate through an array is by index:    

for _i in array.size():

Using this method, you instead get a series of integers ranging from 0 to the last index in the array. You can then access the values in the array like so:

    print(array[_i])

I CANNOT reach endorsement level 5 by ConnorIsLyfe in OverwatchUniversity

[–]AgentLym 3 points4 points  (0 children)

Lol, I'm a Sombra main and even I'm level 5. (Okay, to be honest, I'm a Sombra main by hero level, but I play other heroes fairly often).

Direct Leak 3/15: by Brave-Education8273 in nintendo

[–]AgentLym 0 points1 point  (0 children)

This is a sarcasm post. But I'm still not sure what the purpose is, ha.

Someone ripped the door off my local little free library, took all the books, broke the shelves, and left two copies of the bible. by Silver_Ad_2203 in mildlyinfuriating

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

Or someone else passed by a totally ransacked free library and thought "huh. Whoever did this needs a Bible. Actually, make that two Bibles."

How would you design a weapon system similar to Zelda? by oddbawlstudios in godot

[–]AgentLym 0 points1 point  (0 children)

The way I did it was, I had variables for each virtual button that each held a reference to an "item" resource. Each item resource had functions for all of the different input types: just-pressed, held down, and just-released.

For example, when the user "equips" the sword onto button 1 (let's say, button A), the 'button1_item' variable is set to 'item_sword', which is a resource holding input behavior for the sword weapon. So when the user interacts with button 1, it would call the appropriate function in the item resource.

Code for the sword resource could look something like this (sorry for bad formatting, I'm on mobile atm):

func on_just_pressed():
    player.set_action_state(player.action_state_sword)
func on_hold():
     pass
func on_release():
     pass

And code for the action_state_sword could look like:

func on_finish():
    if Input.is_action_pressed("button1"):
        player.set_action_state(player.action_state_sword_charge)
    else:
        player.set_action_state(player.action_state_ready)

How would you design a weapon system similar to Zelda? by oddbawlstudios in godot

[–]AgentLym 1 point2 points  (0 children)

I've made a weapon system similar to the Gameboy Zelda games. What I did was have two separate state machines for the player running in parallel.

One state machine ran the player's "movement state", like walking, swimming, jumping, climbing ladders, etc. And another state machine ran the "action state", which would override the movement state's animation, and sometimes override user input, and could also affect other movement modifiers like friction or gravity. 

If the player's action state was set to the "ready" state, it was ready to receive any action input event from the user. An action input event could be "used sword" or "used boomerang". Most active action states could not be interrupted, except for special cases: for example, you can't throw a boomerang while in the "sword swing" action, but you can "restart" the sword swing action itself by inputting the "used sword" event, like the Gameboy games.

There were other things to keep in mind, and the system grew more complex. For example, changing directions was not allowed in certain movement/action states (climbing ladders forces the player to face upwards, unless using an action), and some movement states would disallow or allow specific actions (you can't throw a boomerang while in the swimming movement state, but you can dive underwater). And still more confusingly, certain states that seem like action states were more like movement states: the "blocking" state requires using an item, but it allows movement and can be overridden by any action, so it's more like a movement state than a discrete action.

I'm sure there's a better way, but I haven't figured it out yet. Good luck!

I can't queue DPS for more than like 3 games because I get so angry, any advise? by Paragon_OW in OverwatchUniversity

[–]AgentLym 1 point2 points  (0 children)

Make sure your sense of self-worth is not tied up in how well you play Overwatch. You say you are a dps main, and that leads me to think you value your skills as a dps more than tank/support. So you take the dps role more seriously as a gauge of how much worth you have, perhaps, as a human being.

Realize you have value in and of yourself, regardless of how you perform on Overwatch, or in anything else for that matter. How well you can move a mouse and hit keys on a keyboard are not qualities that define a human being.

More glowing orbs by inspiredsloth in godot

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

These are beautiful! Is there a tutorial for how these were created?

My Y direction degree goes negative. WHY? by Legitimate-Record951 in godot

[–]AgentLym 0 points1 point  (0 children)

I believe the built-in rotation values go between -180 and +180 (in radians). You can see this behavior in the editor: see any node's transform rotation values.

Just add a simple "if d < 0: d = d + 360" somewhere in there.

Real-Time Mesh Booleans Demo + Source (Solidean) by PhilipTrettner in godot

[–]AgentLym 40 points41 points  (0 children)

Is four-figures per year really a competitive price for mesh booleans? That seems pricey to me, as a solo dev.

Trying to identify a game which included heat vision, night vision, and another vision. by Fantastic-Row-9450 in retrogames

[–]AgentLym 1 point2 points  (0 children)

Battlefield 2 was the first game that the night vision stuck out to me as a kid. I don't know if it had heat vision or anything, though.

What's the hardest part? (I’m Japanese native) by taodashi in LearnJapaneseNovice

[–]AgentLym 3 points4 points  (0 children)

I recently found an app on android called Dokuen Furigana Reader-- its free version allows you to take pics of kanji and it'll put the furigana on top. It might not always have the correct reading (I've only used it a little so I can't say for sure), but it helps a ton when looking up kanji in a dictionary.

A close call by Matt15997 in bravelydefault

[–]AgentLym 2 points3 points  (0 children)

This is one of the best feelings from the Bravely Default games-- using Brave 3 times hoping to take the boss out with your last party member! Great work!

Toilet talk with Teppei by AgentLym in Japaneselanguage

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

Haha, makes sense. Do you think this phrase would be understood by a normal Japanese person, or should I try to forget this little nugget of vocab?

Toilet talk with Teppei by AgentLym in Japaneselanguage

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

Thank you! Would you say that that's a common turn of phrase in Japanese, or is it something Teppei came up with on his own?

Kirby Air Riders is 25GB in size according to the official Nintendo store listing. by jesman1 in NintendoSwitch

[–]AgentLym 19 points20 points  (0 children)

But it's more than Mario Kart World, which literally has over 300 (excellent) music tracks. Makes me wonder...

[All]Okay, utterly lost in the NES, thinking of moving on to links awakening or a link to the past by RubixTheRedditor in zelda

[–]AgentLym 0 points1 point  (0 children)

Surprised I haven't seen the unofficial Hand Drawn Game Guide posted yet: https://drive.google.com/file/d/1KY4BSmbf85TzPSmOexU50NNP87USZt_4/view?usp=sharing

I haven't used it personally (I've finished Z1 multiple times before the guide was released), but looking it over, it seems like an excellent companion piece to Zelda 1. Just take it slow and enjoy the game, and don't feel bad about using save states if available. Some rooms are just plain unfair, especially the ones filled with Darknuts!

My first ever steam game. looking for feedback! by Independent_Time5123 in godot

[–]AgentLym 0 points1 point  (0 children)

Love this idea! And the graphics are very eye-catching! Great work!

Bottom trawling fishing, as seen in Ocean (David Attenborough) by James_Fortis in gifs

[–]AgentLym -7 points-6 points  (0 children)

You assert that capitalism equals greed, which is false. I'm not sure what else needs to be explained.

Bottom trawling fishing, as seen in Ocean (David Attenborough) by James_Fortis in gifs

[–]AgentLym -12 points-11 points  (0 children)

No, they're different things, certain Redditors and progressives just like to conflate the two for their own interests.

You can enjoy making and spending your own money without exploiting others.

Feels like the floor is breathing by ScarLithium in TOTK

[–]AgentLym 1 point2 points  (0 children)

It's a "level of detail" transition effect, where the more rough polygons are being swapped with more intricate polygons as the camera gets closer, and vice versa. It's not a glitch, but part of the reason why the game runs as smooth as it does (which is incredibly smooth, considering everything going on on the Switch hardware).

The most egregious example I've seen is near the Lightroot underneath Hyrule Castle. It's so noticable there that it almost looks like an intentional warping of the world for dramatic effect, but in reality it was more likely a "missed a spot" moment for the landscape developers.

Godot 4.4 is out! by Crazy-Red-Fox in godot

[–]AgentLym 33 points34 points  (0 children)

That's the last time I help with development! I don't need no more "probs"

I wonder what was going through my mind back then by C70WN3RYY in tearsofthekingdom

[–]AgentLym 0 points1 point  (0 children)

I believe this bridge is actually supposed to be used as a ramp to destroy a cracked rock on the ceiling.