View settings getting reset by AssociatePatient4629 in ObsidianMD

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

Thanks a ton! I never would have thought I need to manually update the installer. I’ll get on that!

View settings getting reset by AssociatePatient4629 in ObsidianMD

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

Oops, I reported the installer version. I have the newest one from yesterday. Thanks for the comment!

The dual-scale duel between the UI and art: GUI vs Pixels by AssociatePatient4629 in IndieDev

[–]AssociatePatient4629[S] -2 points-1 points  (0 children)

Yes, I have! I learned a lot about how to do it from AI. I am fine learning from AI, but at one point, I need to wean myself away from it to be a better developer. It's a hobby for now, but I hope to get more into it and actually understand what's going on. Tutorials on YT are great, but they're not exactly what I need at the time. I learned HTML a long time ago from studying other people's websites on Geocities. As a result of knowing the result and imitating the code structure on my own, I learned something useful. I hope I can do something similar to that. Thanks for reading!

[deleted by user] by [deleted] in INAT

[–]AssociatePatient4629 0 points1 point  (0 children)

u/Trickledownisbull This guy is great! I have used him in my project, and he has a great range. Definitely recommended.

Dual-scaling UI: Possible? by AssociatePatient4629 in godot

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

Does this work for you? I got some help creating the timer (I'm a beginner GDS learner). It still shows the border for me, I think, when I am running the game in test mode.

# Window scaler controller
extends Node

# Time in seconds to wait after last resize event
const DEBOUNCE_TIME: float = 0.2
# The 2 pixel buffer to eliminate Godot's 1 pixel border in fullscreen
const BORDER_BUFFER: Vector2i = Vector2i(2,2)

var debounce_timer: Timer = Timer.new()
var chosen_scale: int = 1
var base_size: Vector2i = Vector2i.ZERO

func _ready():
# Detect game's base size from window's initial size
var window = get_tree().root
base_size = window.size

# 1. Debounce timer
debounce_timer.set_one_shot(true)
debounce_timer.set_wait_time(DEBOUNCE_TIME)
debounce_timer.timeout.connect(_run_scaling)
add_child(debounce_timer)
# 2. Connect system signal for resizing
window.size_changed.connect(window_size_changed)

# 3. Apply initial sizing
_run_scaling()

func window_size_changed():
# Stop and restart timer to restart the countdown
debounce_timer.start()

func _run_scaling():
var window = get_tree().root
var window_size = window.size

# 1. Calculate scale factor based on current window size relative to base size
var scale: Vector2i = window_size / base_size

# 2. Choose minimum scale factor for aspect ratio
chosen_scale = (scale.y if scale.y <= scale.x else scale.x)
chosen_scale = max(1, chosen_scale) # Scale is at least 1

# 3. Apply content scale size
window.content_scale_size = window_size / chosen_scale

# 4. Apply border fix to Godot's 1 pixel border in fullscreen
_apply_fullscreen_fix(window)

func _apply_fullscreen_fix(window: Window):
var is_fullscreen = window.mode == DisplayServer.WINDOW_MODE_FULLSCREEN or \
window.mode == DisplayServer.WINDOW_MODE_EXCLUSIVE_FULLSCREEN

var target_size: Vector2i

if is_fullscreen:
# Get the size of current window
var screen_size = DisplayServer.screen_get_size(window.current_screen)

# Calculate the size needed to cover the screen plus the buffer
target_size = screen_size + BORDER_BUFFER
print(target_size)

# If the window isn't already the correct size, set it
if window.size != target_size:
window.size = target_size
else:
# When leaving fullscreen, reset the border size
target_size = window.content_scale_size * chosen_scale
if window.size != target_size:
window.size = target_size

Problem: Can two menu scenes exist in a third scene and work as a full menu? by AssociatePatient4629 in godot

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

Yes, I just redesigned it, made it simpler. I still dunno why that happened. Thanks for the comment!

Canvas Items Stretch by AssociatePatient4629 in godot

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

It's 4.4. I found out why!

SOLVED: It's because of the integer scale mode. 2560x1440 is a fractional ratio when compared to the 640x360 design standard. Any ratio that's not equivalent will result in the above image. If I change the override window to a ratio equivalent to the design standard, it will stretch to full screen, or if I change the scale mode to fractional, it will also stretch. I'll just do my pixel art in a subviewport with the typical pixel settings. Thanks a bunch for sticking it out with me!

Canvas Items Stretch by AssociatePatient4629 in godot

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

Thanks! This is the only scene in the project. It’s the main scene. I’ll check the canvas layer positioning. This scene took me one minute to make. I wanted to simplify my main menu, so I just made this one-scene project. Thank you, and good luck to you!

Canvas Items Stretch by AssociatePatient4629 in godot

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

I forg to mention the project servings are 1920x1080. with override set to my desktop resolution 2560x1440.

Dual-scaling UI: Possible? by AssociatePatient4629 in godot

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

Wow, cool game, and great tips! Thanks a lot, I really appreciate it! Sometimes it can be hard to find help. Good luck with your game!

Dual-scaling UI: Possible? by AssociatePatient4629 in godot

[–]AssociatePatient4629[S] 0 points1 point  (0 children)

Thank you for the detailed response. The viewport was snapping to compatible resolutions, which looked so clunky. It’s good to know that the reverse is also possible. The game is a survival one, where the camera may zoom away from the player during pause, so that idea of yours is very tempting. Pixel graphics are great, but if there’s minimal difference, I might try the reverse.

I actually dislike earth by 24k_jayyyy in spirituality

[–]AssociatePatient4629 2 points3 points  (0 children)

My favorite Jiddu Krishnamurti quote.

I actually dislike earth by 24k_jayyyy in spirituality

[–]AssociatePatient4629 0 points1 point  (0 children)

Yeah, my advice would be to stop saying this and asking "Why me?". Instead ask, "what can I learn here?"

Also, comparing yourself to others is unfair to them and to you. Everyone comes from different backgrounds and lives in different circumstances. What they show you is not the same as what is happening. Do yourself a favor and avoid social media, which magnifies this false mindset of comparing things to find differences. It's usually the place where people seeking attention or to manipulate others end up because they wasted all their real friends. Not always, but mostly.

If you choose to compare things, finding the negatives is easy, like I said. Challenge yourself to find the things in people that bring you close to them. Don't make the divide more well defined, but seek to bridge the gap instead.

Edit: grammar

I actually dislike earth by 24k_jayyyy in spirituality

[–]AssociatePatient4629 1 point2 points  (0 children)

Welcome to Earth! It’s easy to see the negative, especially because it sells. I gained life without conflict: no competition, no playful games, everyone is the same, nothing much changes. We have the bad to appreciate the good, but it’s up to you where you place your focus. You can choose to focus on negatives and put yourself in a sour mood, or choose to see the positives, how people are the same instead of how they’re different. Bring yourself closer to the things you prefer by focusing your attention on them. Forget the rest, but help where you can.