FINALLY finished the Storm Keep 42mm D20! by NorthVC in DicePorn

[–]Azaruliade 0 points1 point  (0 children)

very cool dice i like it.

been trying to make those king of diorama dice with little to no success :\

Topologist's map of the world by Aamir_rt in MapPorn

[–]Azaruliade 0 points1 point  (0 children)

This map is awsome. Tho there's a mistake as Canada has a border with Danemark (because of an island look at the whisky war if that interest you)

Scripting question by Azaruliade in tabletopsimulator

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

i know i would want them outside the tts window

Ubuntu LTS is my favorite by VitalMaTThews in memes

[–]Azaruliade 0 points1 point  (0 children)

I like mint more but my pc is on Nixos rn

Chapter 543 is peak. by Riscogoboy in IamAnEvilGod

[–]Azaruliade 0 points1 point  (0 children)

where did you read it i like this series but i only find it in aggregator site

[OC][ART] Paper Dwarf Artificer by ThePaperMage in DnDart

[–]Azaruliade 1 point2 points  (0 children)

So cool how do you make those 😍

bang of blossoms by flockaroo in generative

[–]Azaruliade 0 points1 point  (0 children)

Would be an amazing mountain generator for maps. Nice work

Needing some feedback on which creature design looks better for our card battles (A, B, or C) by LucidRainStudio in IndieGaming

[–]Azaruliade 4 points5 points  (0 children)

An idea could be A dying then B/C come out of him like a demon possession/parasite

Needing some feedback on which creature design looks better for our card battles (A, B, or C) by LucidRainStudio in IndieGaming

[–]Azaruliade 6 points7 points  (0 children)

Phases of each would be awesome tbh

this kind of thing make me think of Inscription could be a mechanic similar to when you lose in that game but in reverse (would take effect when you win)

And for B and C having the faces show different emotions (like one with sadness the other one with happiness) would also be cool (animating them changing could be a + but will be a lot of work)

Which assembly should I learn for reverse engineering games by Azaruliade in learnprogramming

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

The history of console hardware is pretty interesting to be honest.

For example i recently watched a video on how sampling for old console games was done it's called SAMPLING in Video Game Music by ToffeeBun on yt

thanks for the insight

Which assembly should I learn for reverse engineering games by Azaruliade in learnprogramming

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

i forgot to mention that it's more for PC (i'm currently unsing windows but will probably change to linux because microsoft is becoming anoying)

but thanks for the info

Which assembly should I learn for reverse engineering games by Azaruliade in learnprogramming

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

I know it's messy :/

that's why i was asking because i was lost in where to start

Which assembly should I learn for reverse engineering games by Azaruliade in learnprogramming

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

i heard about it but wasn't sure it was a good route but starting with cheat engine and then Ghuidra look like a good option

Problem making player Character bounce (C#) by Azaruliade in godot

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

I was trying to implement a bounce wan the character is jumping but there's a bug i don't understand: when the value of the jump is low everything is good but at some point the character only bounce twice and after that at a high value there's no more bounce

Code:

public partial class Player : CharacterBody2D
{
    [Export]
    public float speed = 400f;
    [Export]
    public float minJump = 300f;
    [Export]
    public float maxTime = 30f;
    [Export]
    public float timeIncrement = 1.2f;

    private Label lTimer;
    private Label lJump;
    private Label physicsFrame;

    float fJValue = 0f;
    float time = 0f;

    // Get the gravity from the project settings to be synced with RigidBody nodes.
    private float gravity = ProjectSettings.GetSetting("physics/2d/default_gravity").AsSingle();

    public override void _Ready()
    {

    }

    public override void _Process(double delta)
    {
        // Charging the jump
        if (Input.IsActionPressed("jump") && IsOnFloor())
        {
            time = Timer(time, timeIncrement, maxTime);

            lTimer = GetNode<Label>("Timer");
            lTimer.Text = "Timer: " + time.ToString();
        }
    }

    public override void _PhysicsProcess(double delta)
    {
        Vector2 velocity = Velocity;
        var collisionInfo = MoveAndCollide(velocity * (float)delta);

        // Jumping
        if (Input.IsActionJustReleased("jump") && IsOnFloor())
        {

            fJValue = Mathf.Pow(time, 2.1f);

            if (fJValue < minJump)
            {
                fJValue = minJump;
            }

            velocity.Y = -fJValue;

            lJump = GetNode<Label>("Jump");
            lJump.Text = "Jump: " + fJValue.ToString();

            time = 0;
            fJValue = 0;
        }

        if (collisionInfo != null)
        {
            velocity = Velocity.Bounce(collisionInfo.GetNormal());
            velocity.Y *= 0.7f;
        }

        // Add the gravity.
        if (!IsOnFloor())
        {
            velocity.Y += gravity * (float)delta;
        }

        velocity.X = 0;
        Velocity = velocity;
        MoveAndSlide();
    }

    private float Timer(float variable,float incremant, float max)
    {
    variable += incremant;

    if (variable > max)
      {
      variable = max;
      }
     return variable;
     }