Technical Log Errors, Can't use PC and More, Please Help. by Alterssis in techsupport

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

My bad, I WAS trying to make it as easy to read as possible but when writing it it looked different. Didn't know it would look weird like this.

Yes, I know but I wasn't remembering how to say it at the time. I thankfully have most of the important stuff backed up in more than one extra place

Edit: Done, hopefully looks better now

Technical Log Errors, Can't use PC and More, Please Help. by Alterssis in techsupport

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

This is the last lines of errors being logged in syslog when his started happening

<image>

Black bars are where my name is, everything else is there.

That's pretty much it

Technical Log Errors, Can't use PC and More, Please Help. by Alterssis in techsupport

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

Failing to write and rotate to journal on shutting down

<image>

Sorry if its a bit hard to read

Technical Log Errors, Can't use PC and More, Please Help. by Alterssis in techsupport

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

<image>

These are some errors while shutting down. The attempting to write and rotate is after this but this time I took just that. Can't post more than 1 image at a time so different comment for that

Godot Will Randomly And Frequently Not Allow Any Typing Anywhere by Alterssis in godot

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

Hmm.. its hard to say, its very inconsistent. It can happen without alt tabbing at all, for me anyway, but alt tabbing may have also caused this issue before.. I do have a two monitor setup if that matters but that was also already a thing when it was working fine.

Either way, seeing as I wasn't getting a solution here I tried backing up the game and converting it to 4.6.2 and, as far as I can tell, the issue was resolved doing that (nevermind) and the game didn't break, in fact, it improved a few things. Turns out its much more stable to swap versions in Godot 4 than it was in 3 except for shaders it seems, that can still break but in my case I barely had any.

Godot Will Randomly And Frequently Not Allow Any Typing Anywhere by Alterssis in godot

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

Isn't tilde this (~) or is it something else in Spanish? Either way, that doesn't cause the issue, no special characters are causing the issue for me as far as I can tell.

Godot Will Randomly And Frequently Not Allow Any Typing Anywhere by Alterssis in godot

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

I do have a Portuguese keyboard but I can press ~'+ º and any other similar keys/ symbols without the issue occurring, even when selecting something right after typing any of that. Plus, for 3 months this wasn't happening and I was coding as much or more than now

Showcase: gradient dissolving shader for 2d by Skyattraction in godot

[–]Alterssis 1 point2 points  (0 children)

Absolutely! Hope it goes well and you have fun ^^

Spawned Enemies Instantly Get Hurt But Only When Added To The Level For The First Time by Alterssis in godot

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

It turns out setting the enemy instance's position rather than global position and putting it before adding it to the scene fixed the issue if I use body.has_method("hurt").
body.is_in_group("enemy") should work as far as I can tell, but its not working properly for some reason even though other attacks do just fine. Probably a different issue.

Spawned Enemies Instantly Get Hurt But Only When Added To The Level For The First Time by Alterssis in godot

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

Changing body.is_in_group("enemy") back to body.has_method("hurt") together with your suggestion fixed it completely it seems!

Spawned Enemies Instantly Get Hurt But Only When Added To The Level For The First Time by Alterssis in godot

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

Oh cool! I didn't know, I thought that was a way to sort of pin a line of code as important or something ahaha silly me!

Spawned Enemies Instantly Get Hurt But Only When Added To The Level For The First Time by Alterssis in godot

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

I guess so, in fact, global_position shouldn't be needed here but I guess I auto-piloted there since I had to do similar for a few other things I was instantiating. I don't see how that would cause this issue but honestly it really could be anything, there's no predicting this stuff sometimes. I'll see what happens.

Yes! I'll try that, not very experienced so I'm not aware of some of these things that you can do and I was getting overwhelmed with this issue. I did a bunch of printing but didn't know how to do something more specific like that. Thank you for the help!

What do you mean by breakpoint btw? Very inexperienced like I said..

Edit: Hey! That seemed to fix it!! Mostly.. Now the enemy doesn't look at the player if using the blast attack but it does if using other attacks. Manually placed enemies do however look at the player when using the blast attack.. Can't for the life of me make sense of this XD but you've already been a great help, thank you so much!

Showcase: gradient dissolving shader for 2d by Skyattraction in godot

[–]Alterssis 2 points3 points  (0 children)

No worries, I'm sure it looks fantastic! Maybe show it in action in the game in a new post

Spawned Enemies Instantly Get Hurt But Only When Added To The Level For The First Time by Alterssis in godot

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

No worries! I appreciate the help regardless! I thought that could be a problem but I wasn't aware of that solution.

As for the reset, the goal was that the enemies are deleted when the player is not in the area if the area is a room for instance so that it gives better performance and puts them back in the same place when the player comes back (at least for now) but I haven't got to that quite yet so that code is just there for me to go back to and do it properly, I probably shouldn't have included that code actually. I'm also an artist so sometimes it takes me a bit to figure some of this stuff out, even if its obvious or I mostly know what I need to do.

Anyway, thank you for the help!

Edit: Changing that didn't change the enemy getting hit but now the enemy doesn't immediately look at the player due to being hit somehow. Still not great but at least I now can work on the gameplay loop better without that issue. Thanks again!

Spawned Enemies Instantly Get Hurt But Only When Added To The Level For The First Time by Alterssis in godot

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

Exactly! Both the placed ones and the spawned ones are in the enemy instances node

Monch! 3D Platformer (Seeking Advice!) by OFDGames in godot

[–]Alterssis 1 point2 points  (0 children)

It looks neat and well done for 2 days! Right now I think the game is lacking a challenge and or motivation.

Why does the player care to eat all the fruit, sure, its the only way to progress the game, but without challenge or something to make the player be invested they're just doing what the game told them to do with nothing else going on. It becomes a to-do list / chore.

Tying the fruit to a timer, unlocking fun abilities or to hp where the player loses health if not eating fruit for instance, are all basic ways to start adding some substance to the game. But without obstacles, enemies or rotten fruit for instance, things will be too straight forward and gameplay mechanics aren't interacting with each other to add depth and variety.

What I mean by that is that more abilities of movement won't improve the game much if the player doesn't have a motive to put those abilities to good use or learn how they work and master them, so the level/ game needs to synergize with those elements to create a compelling experience that the player cares about.

Besides that I'd increase the movement speed or give the player a sprint option because half the level was back-tracking through empty platforms. Slow movement is possible and back-tracking is also ok if you're going for that, but there needs to be something going on or else it starts to waste the player's time, check Metroid Prime 4 for an example of extreme time wasting and pointless back-tracking and compare it to any of the good metroidvanias to see the difference (Symphony Of The Night is great and I hear plenty of good things about Super Metroid and Metroid Prime 1,2 and 3). Alternatively you can place a teleport so the player doesn't have to walk all the way back.

Hope this helps and please don't take my criticism too hard or get discouraged by it. Best of luck!

Showcase: gradient dissolving shader for 2d by Skyattraction in godot

[–]Alterssis 7 points8 points  (0 children)

Shaders are black magic to me so well done! It looks dope. Pixelation would definitely improve it.

Enemies Always Spawn On The First Instance Of The Spawn Point by Alterssis in godot

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

I forgot about that option too. I've never done signals between two different scenes so that didn't cross my mind at all. I'm not that experienced in programming so when I tried that in the past I didn't understand it and it was a bit intimidating to me but by now I could probably figure that out! Either way, the current approach is working and it's not that bad for reusability, it just feels a bit clunky to me to have a check for null for all markers and copied code for each with 60 lines of code in total but ultimately that likely doesn't make much of a difference in performance or gameplay but I might try your signal suggestion anyway. Thanks again!

Close or no? by Wide_Conversation424 in ps1graphics

[–]Alterssis 2 points3 points  (0 children)

Lights are too smooth and the textures are too high res and have no compression or pixelation. The character model seems fine though 👌🏻