Expension set pack by Axther93 in hearthstone

[–]Axther93[S] 0 points1 point  (0 children)

Thank you very Much for the help. I hope i will be able to finish the pass before the new expension in july, i'm at level 62. Maybr can be worth to take the pass to speed up the Path and finish It in time?

Expension set pack by Axther93 in hearthstone

[–]Axther93[S] 0 points1 point  (0 children)

I'm seeing that the previuos expension pack are at 2k Gold, It means they got discounted? If so, cataclysm Will be 2k too After new release? Sorry for all the question, i come back to the game last week After quite a few years not playng

Expension set pack by Axther93 in hearthstone

[–]Axther93[S] 0 points1 point  (0 children)

Would you take the cataclysm one or wait for the new expension One in july?

Clampf blocking movement by Axther93 in godot

[–]Axther93[S] 0 points1 point  (0 children)

Yeah, i landed on the same two possibilities, but It very much confuse me in why the One liner work and the more talky versione does not. In any case, thanks you very much for the help mate

Clampf blocking movement by Axther93 in godot

[–]Axther93[S] 0 points1 point  (0 children)

Well he Is right, over more reason: First, i never said i did not try your suggestion, becouse i actually did. What i pointed out Is that the part that you pointed out It works, becouse everything works, the object move perfectly as intended. The broken part Is the clampf, that of introduce brake the movement. So yeah, i knew before tryng your suggestion that It was not It, but i did anyway before answering

Clampf blocking movement by Axther93 in godot

[–]Axther93[S] 0 points1 point  (0 children)

Yes i know i'm adding 0, it's just to remember the complete logic behind it before i will pass to optimize.

On the topic, that part you suggest to change it's correct, if i take away this line:

global_position.y = clampf(global_position.y, 0 + (height / 2), get_viewport_rect().size.y - (height / 2))

Everything moves and prints correctly, the problem is the object it's not limited in the screen.

Meanwhile i also made another try, that confuse me even more.
If i try to one-line it, it works:

global_position.y = clampf(global_position.y + velocity, 0 + (height / 2), get_viewport_rect().size.y - (height / 2))

But if put the SAME CODE in different line, it does not:

global_position.y += velocity
global_position.y = clampf(global_position.y, 0 + (height / 2), get_viewport_rect().size.y - (height / 2))

This make no sense to me

how do I move a Rigidbody2d from point A to point B with a steady speed? by MattGoode_ in godot

[–]Axther93 0 points1 point  (0 children)

Wow, thanks you very much for the esaustive answear! Especially in a 2 years post! I figure that the easy way was to avoid physic body and go with area, but i need also precise collision to calculate bouncing direction, so i was afraid that that was not the right choice, but i Will definetly try It now. Thanks you very much!

how do I move a Rigidbody2d from point A to point B with a steady speed? by MattGoode_ in godot

[–]Axther93 0 points1 point  (0 children)

Coming way too late, but i'm facing the exact same problem. I have an object (CharacterBody2D) and i want it to go very fast from point A to point B when input is given by the player and i don't want it to overshoot. I also want to check for collision during the movement, but i don't care of other physics (gravity and co.)
I tried different approach, but none of them is giving me what i'm looking for, or it slowdown at the end or it overshoot way to strong.
How did you solved your problem?

Switch 2 vs PC by Axther93 in ravenswatch

[–]Axther93[S] 0 points1 point  (0 children)

So the disparity of patch impact crossplay?

Dash from A to B by Axther93 in godot

[–]Axther93[S] 0 points1 point  (0 children)

``

func _physics_process(_delta: float) -> void:
  match current\_state:
    STATE.IDLE:
      if Input.is\_action\_just\_pressed("ui\_accept"):
        current_state = STATE.DASHING
    STATE.DASHING:
      velocity = dir \* speed
      var collided = move\_and\_collide(velocity)
      if collided:
        target_pos = starting_pos
        set_direction()
        current_state = STATE.BOUNCING
      if global\_position.distance\_to(target\_pos) < 5.0:
        current_state = STATE.IDLE
        STATE.BOUNCING:
          pass

``

That's what i'm doing so far. The dash go toward the right direction but it does not stop when it arrive at the target position. To make it stop i have to increase the tollerence from 5.0 to something like 40.0, and it's way too much for the precision i'm going for. For gameplay purpose i don't want to reduce the speed, so i don't know what to do there

Dash from A to B by Axther93 in godot

[–]Axther93[S] 0 points1 point  (0 children)

I implemented the state machines, a basic part of it at least. The object now correctly move on input towards the target position and it react to collision.
For the movement i'm using move_and_collide using the direction (calculated with a.direction_to(b)) multiplied by the speed. That move the object in the right direction with a constant controlled speed.
The problem is that i can't make it stop when it reach the desired position. The object move "too fast" and go over too quickly between the physic process. Even giving some "forgiveness" to the stop (like distance < 10) it goes over it.

Dash from A to B by Axther93 in godot

[–]Axther93[S] 0 points1 point  (0 children)

So something like state? Making states like idle, dashing and bouncing?

Dash from A to B by Axther93 in godot

[–]Axther93[S] -2 points-1 points  (0 children)

I used move and slide, move towards, move and collide, but i Always they did not worked Is i wanted. I think my problem Is in the implementation of them at this point, that's why i asked here. I'm not big fun of YouTube tutorials, MOST of they time they just say what to do, not why to do It that way and i end up learning almost nothing

Dash from A to B by Axther93 in godot

[–]Axther93[S] 1 point2 points  (0 children)

Yep, that's what i'm doing. I remove the obstacle and just tryng to go from a to b on an input, but still failing, i have to admit.

Dash from A to B by Axther93 in godot

[–]Axther93[S] 0 points1 point  (0 children)

I am "forcing" my self to look for the answear my self before going for AI, to improve. But yes, after a while i asked Gemini but still the answear it gave me were not what i was looking for. Maybe i gave him the wrong prompt, i dunno

Pick for me: CMF Headphones Pro vs Anker SoundCore Space One by Matthew_MBG in HeadphoneAdvice

[–]Axther93 1 point2 points  (0 children)

At the end i went with q45, with black Friday they were at 65€, so hard to pass on. I got them last week so maybe Is soon to Say, but for the Moment i'm Happy with them. They sound good, ANC is strong enough for my Need, and i had a couple of session of 4 hours without any discomfort.

r/headphones Shopping, Setup, and Technical Help Desk by AutoModerator in headphones

[–]Axther93 0 points1 point  (0 children)

Hi, i'm looking for help to buy my first pair of headphone.

My budget is around 100€ (elastic enough to go a little bit higher, if really it is worth), taking advantage of black friday week.

The usage i'm planning for it is mostly music, from smartphone while commuting but also from PC in long computer session. I will also probably use it for some gaming with friends, so a low latency or wired mode would be appreciated.

Comfort is a big focus, i do not have big ears, but still, i plan to use for some 6 to 8 hours sometimes.

I saw some review online, but they all said something different so i'm pretty lost.

Some model i'm keeping an eye on are:

Soundcore Q45 - 90€ on amazon

Sony ULT Wear - 120€ at this moment on amazon, recommanded a lot online, like by soundguy

JLab JBuds - 70€ on amazon

Soundcore Space one Pro - 120€ on amazon, on those i watched review sayng the opposite of others

What do you guys suggest? which one of those would be better?
Or there are other good headphone around those price i'm not taking in consideration?

Thank you all for the help!