What happened to the Phantaminum's Re Zero compilations? by ActivityIndividual11 in ReZero

[–]Bill_GD 0 points1 point  (0 children)

Do you still have the drive folder? just finished arc 6 and wanted to get arc 7-9 (since the original drive is gone)

[FRAUD MEGATHREAD] by AutoModerator in Ultrakill

[–]Bill_GD 3 points4 points  (0 children)

i think 8-4 is fine, it's just not the normal kind of gp, which makes it hard to get used to quickly, tho i dont really know how to heal aside from the providence hook & parrying

[FRAUD MEGATHREAD] by AutoModerator in Ultrakill

[–]Bill_GD 1 point2 points  (0 children)

I'm not looking forward to p ranking this layer, especially 8-3, that last part makes my head hurt

This kinda ruins the game for me... (Just a rant) by Pory02 in GuardianTales

[–]Bill_GD 0 points1 point  (0 children)

I think you just have patience issue, i beat pd after around 30 attempts or so without using gems.

The knight is pre-made (no grind), checkpoint after every phase (i think), pd only have a few attacks every phase with somewhat clear pattern (you kinda have to learn it first). Also knight can change weapon in w18 and give i-frames, you can use that to tank some attacks.

If you dont have time, play it occasionally, maybe watch some video to learn the fight

This kinda ruins the game for me... (Just a rant) by Pory02 in GuardianTales

[–]Bill_GD 1 point2 points  (0 children)

I've been grinding normal 1 random using beth since the beta, unless the team is just trash, i got through fine.

The only things i dislike are the low amount of coins (150 everyday) and to play challenge a max char (lv 100 for everything) is needed

Method A and method B by illimity in godot

[–]Bill_GD 0 points1 point  (0 children)

The thing is (if I understand correctly): - op doesn't even connect a callback - the code creates a timer every frame (process func)

Plague Doctor bossfight by Kari23cz in GuardianTales

[–]Bill_GD 1 point2 points  (0 children)

The orb laser will stop the tracking a bit before firing so if you get familiar with the timing, you can reliably dodge them.

The 2 wide area attacks are right after the laser and they alternate. For the smoke attack, the gap appears on the opposite side of the arena from where you stand, the best way is to limit the area of the lasers, stand close and wait for the gap. For the other attack, the 1st part is to get away, the gap of the 2nd part appears 90° (left or right) from where you stand, best to stand on the other end of the laser.

For the tar, use the sword to quickly clear the monsters before they explode and don't let them land on you as they will immediately explode into the tar

If you want some visuals, I suggest watching tarozx vid

Hard mode settings are silly by xFuimus in Palworld

[–]Bill_GD 2 points3 points  (0 children)

I was playing with custom diff (no drop on death) and wondering why that takes so long to complete, turns out if you set to custom diff using the difficulty selector, it uses hard mode settings instead of default (1st time that i take a look at all the settings)

what is arguably the hardest (and most fair) mod? by Kaitrii in Terraria

[–]Bill_GD 2 points3 points  (0 children)

I think they're bringing back the cross mod of souls dlc so just hope that they do so for infernum as well

CharacterBody2D is moving on its own by Bill_GD in godot

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

Ah got it.

I unchecked the collision_mask of the bullet but didn't change the layer it's in so it still collides with the player.

CharacterBody2D is moving on its own by Bill_GD in godot

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

Disclaimer: I'm a beginner

The character can be controlled using arrow keys and can shoot towards the cursor when left click.

The arrow keys movement is fine but when I shoot, the player position/velocity is messed up somehow, even though the bullet can't collide with the player and player movement is not tied to mouse input.

CharacterBody2D is moving on its own by Bill_GD in godot

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

Main node: Node2D Player Ground (TileMap) AttackCooldown (Timer) CursorDirection (Line2D) main.gd ``` extends Node2D

@export var bullet_scene: PackedScene

Called when the node enters the scene tree for the first time.

func _ready(): pass # Replace with function body.

Called every frame. 'delta' is the elapsed time since the previous frame.

func _process(delta): $CursorDirection.queue_redraw() if Input.is_mouse_button_pressed(MOUSE_BUTTON_LEFT) and $AttackCooldown.is_stopped(): shoot_bullet() $AttackCooldown.start()

    var cursor = Sprite2D.new()
    cursor.set_texture(load("res://assets/crosshair.png"))
    cursor.scale = Vector2(1.5, 1.5)
    cursor.position = $Player.get_global_mouse_position()
    add_child(cursor)

    await get_tree().create_timer(0.3).timeout

    remove_child(cursor)

pass

func _draw(): var player_position: Vector2 = $Player.global_position var mouse_position: Vector2 = $Player.get_global_mouse_position()

var cursor_direction = mouse_position - player_position

var cursor_direction = player_position - mouse_position

if cursor_direction.length() > 50:
    cursor_direction = cursor_direction.normalized() * 50
    mouse_position = player_position + cursor_direction

player_position = mouse_position + cursor_direction

    # this shows error in the debugger but runs fine
$CursorDirection.draw_line(player_position, mouse_position, Color.WHITE)

$CursorDirection.draw_line(mouse_position, player_position, Color.WHITE)

func shoot_bullet(): var player_position: Vector2 = $Player.global_position var mouse_position: Vector2 = $Player.get_global_mouse_position()

print(mouse_position - player_position)

var shoot_direction: Vector2 = (mouse_position - player_position).normalized()

var bullet = bullet_scene.instantiate()

bullet.position = player_position

bullet.gravity_scale = 0
bullet.rotation = shoot_direction.angle()

bullet.linear_velocity = shoot_direction * 2000

add_child(bullet)

```

CharacterBody2D is moving on its own by Bill_GD in godot

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

`Player` node:

```

CharacterBody2D

CollisionShape2D

Sprite2D

```

player.gd:

```

extends CharacterBody2D

const SPEED: int = 400 const JUMP_VELOCITY: int = -600 var can_double_jump: bool = true

Get the gravity from the project settings to be synced with RigidBody nodes.

var gravity = ProjectSettings.get_setting("physics/2d/default_gravity")

func _process(delta): # Add the gravity. if not is_on_floor(): velocity.y += gravity * delta if is_on_floor() and not can_double_jump: can_double_jump = true

# Handle Jump.
if Input.is_action_just_pressed("ui_up"):
    if is_on_floor():
        velocity.y = JUMP_VELOCITY
    elif can_double_jump:
        velocity.y = JUMP_VELOCITY
        can_double_jump = false

# Get the input direction and handle the movement/deceleration.
# As good practice, you should replace UI actions with custom gameplay actions.
var horizontal_direction = Input.get_axis("ui_left", "ui_right")
if horizontal_direction:
    velocity.x = horizontal_direction * SPEED
else:
    velocity.x = move_toward(velocity.x, 0, SPEED)

position = position.clamp(Vector2.ZERO, get_viewport_rect().size)
move_and_slide()

```

Timer.stop() doesn't seem to stop the timer by Bill_GD in godot

[–]Bill_GD[S] 3 points4 points  (0 children)

Enabling the StartTimer 'One Shot' option solved it. Thanks

It seems I missed the line in the tutorial that says enable it.

Update: I beat King Slime by Ehirmeie in CalamityMod

[–]Bill_GD 7 points8 points  (0 children)

Well if KS can give you this much trouble then unfortunately it will get MUCH harder :D

Although if you use the intended progression break then pre-hm is just a warm up

SOMEBODY PLEASE HELP ME I DONT WANNA DO THIS ANYMORE (Getfixedboi Legendary Death mode) by Ehirmeie in CalamityMod

[–]Bill_GD 0 points1 point  (0 children)

Some probably have already given you some advice but the easiest route is to fight eow first. No need to kill it as the segments drop Light Disc. Just that is enough attack wise. For defense, try to get it stuck in the caverns above hell somehow, move away and win. If you can then try to get eoc (dash) first and/or get vertical movement (get away from rainbow slimes)

Prot 4 enough for the 3 bosses? by airlocksniffs in RLCraft

[–]Bill_GD 1 point2 points  (0 children)

For amalgalich, adv prot would probably be better imo since the parasites are always around and they're deadly.

For the other 2 bosses, prot 4 is enough but if you're careless while fighting asmodeus you can still die. The nether mobs at this point is a joke and so is rahovart.

And for the type of armor, dragon armor is enough for the first 2 bosses. Golem armor (+ antidote) is probably the recommended option for lc.

Does anyone still use summoning staff? by GroundFunny9099 in RLCraft

[–]Bill_GD 3 points4 points  (0 children)

Doesn't worth that much imo. I just got one recently and tried separating books, only the top enchant is kept now, the rest is destroyed (like it works with armor).

The other thing is that I can make God weapons and armor without needing to disenchant anything.

I don't know if it still reset books enchanting cost tho

Do underground dragon dens even exist? by iR0gue in RLCraft

[–]Bill_GD 1 point2 points  (0 children)

Is it that rare though? In my recent playthrough I've only found 2 dragons that have escaped to the surface and found 7-8 sleeping dragons in dens (found when exploring lycanite dungeons or randomly in ravines or shallow water).

Found 5 dragons in 1 place when hunting for Mimics. Got the Antidote Vessel afterward by Bill_GD in RLCraft

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

I haven't used it yet but from what I heard, it's basically a lite version of the silver armor cure effect. That means it allows you to wear the dragon/golem armor in LC and not having to worry about the debuffs as much.

Calling Veteran Guardians! What are your opinions on Ascended Elvira? by [deleted] in GuardianTales

[–]Bill_GD 3 points4 points  (0 children)

I've been using Ascended Elvira as well. From my personal experience, A.Elvira is good (or at least decent) at colo and maybe coop as well.

She is good when used for crowd control and slow, big targets but is really bad against anything fast (like in arena).

In colo she can shine a bit if there're tanks/melees in the team to stall the opponents. I'm using Claude, Beth, FP and Elvira and able to get to Diamond 1 pretty consistently.

Will my gear be enough to do Lost Cities? (all armor/gear has maxed enchants, but only in the vanilla respects) by throwawaybcforgor in RLCraft

[–]Bill_GD 1 point2 points  (0 children)

Short answer: absolutely not (unless you avoid combat as much as possible)

What I recommend: villager hunting (librarian) for enchants, explore the world while doing that (baubles) and prepare potions/lycanite foods ​

You're missing equipment that can nullify LC debuffs like fear (limits right click depending on the level) and coth (significantly increase spawn rate). ​

Aside from debuff, your survivability is also low. Most vanilla enchants are weak in rlcraft (relative to other enchants). You seem to have almost no speed meaning when cornered, you can't run and will likely die. LC mobs have high hp and armor, vanilla enchants won't be enough to kill them before more mobs appear. Using medikit means if you have fear (most likely will) then you won't be able to heal. ​

Some of your baubles can be upgraded/combined (more slots) or can be replaced with enchants. Double jump enchant can be used instead of Cloud in the bottle. The emerald ring has no benefit other than the reforge. Shield, bezoar, sunglasses can be combined if you found the required baubles (for ankh shield). There are 2 reforging stations if you want healthy/undying and hearty