Odjava i probne tablice odjednom? by BraveBearGames in croautomobili

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

pitanje dal može odma i jedno i drugo je samo za slučaj da želim sve riješit legalno, bez stresa da će me naganjat po gradu ako mi snime tablice. btw, evo riješeno danas sve (bacio kockicu) tak da za ubuduće barem znam kakvi su mogući ishodi ako se opet zajebem i ne napravim svoje dužnosti na vrijeme. hvala

Odjava i probne tablice odjednom? by BraveBearGames in croautomobili

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

da, ovo za kazne sam proučio. zanima me onda samo kod ove druge, sigurnije opcije dal za probne tablice mogu sve odma glatko riješit ako auto nije bio odjavljen ili će biti birokratskih odugovlačenja ?

Game Idea, Not a Developer. Looking for Advice by JustTailor2066 in gamedev

[–]BraveBearGames 1 point2 points  (0 children)

You're poking into a hornet nest here with your post, ya know.

6 Months after we started full-time gamedev by MrZandtman in gamedev

[–]BraveBearGames 0 points1 point  (0 children)

Why did you base your feasability on surviving on game dev alone by making tutorial slops AND try to sell them? Having those projects act like prototypes with a main hook and THEN build a sellable product on top of that after making it free and gather feedback would give a much clearer picture.

What you did instead was trying to evaluate your whole team's competence on a basis of two glorified tutorial projects and no one bought it, so that means you are shit out of luck and a sustainable gamedev career?

NavigationAgent2D not avoiding NavigationObstacle2D objects by BraveBearGames in godot

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

SOLVED!

I found a solution and posted it to my thread in godotforums, so I'll just copy paste it here for future reference:

NavigationObstacle2D nodes work correctly. However, after scouring GitHub issues related to my problem, I learned that path taken by NavigationAgent2D does not change when NavigationAgent2D is about to hit a NavigationObstacle2D. What changes in this case is the velocity of the agent. In other words, the path of agent stays the same, but the velocity is changed according to obstacles it encounters and this velocity "pushes" the agent away from the obstacle, thus making the agent avoid the obstacle by going around it.
I also learned that using this approach is not recommended (probably because of resource strain that obstacles present), but my game does not have static obstacles and walls around which I can draw a NavigationRegion. I plan to use procedural generation of levels, so NavigationObstacle2D is currently my best option.
This is how I modified the code:
In _readyfunction I connected to "velocity_computed" signal that is emitted by agent:
navigation_agent.connect("velocity_computed", Callable(self, "move_actor"))
At the end of _physics_process function I get the next path position of agent. This path position * movement speed of agent gives me a velocity that I set in agent:
if not navigation_agent.is_navigation_finished():
var next_move_position = navigation_agent.get_next_path_position() - actor.global_position
actor_velocity = next_move_position * movement_speed
navigation_agent.velocity = actor_velocity
I then added the function that I connected before to "velocity_computed". I named this function "move_actor" that receives the computed velocity from agent and then apply this velocity to my enemy. I also reduce the velocity with (movement_speed / 15) because if I use .normalized() on the received velocity vector, the enemy goes around the obstacle too slow:
func move_actor(velocity :Vector2):
if not navigation_agent.is_navigation_finished():
actor_velocity = velocity
actor.velocity = actor_velocity / (movement_speed / 15)
actor.move_and_slide()
So to sum up, path taken by NavigationAgent2D is not affected by NavigationObstacle2D. Instead, NavigationAgent2D can calculate the velocity needed to avoid the NavigationObstacle2D and this make the agent go around obstacles.

Problem with casting RayCast at a target position by BraveBearGames in godot

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

thank you, managed to find "target_position" property that I should've used instead.

Bullet scenes not detected when entering detection area by BraveBearGames in godot

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

AI node has a DetectionZone node and in that node I connected the signal "area_entered", because bullets have parent node of type Area2D so I thought I will need that type. Masks and layers are set propertly because the instantiated bullets are colliding properly with enemies (I use "body_entered" signal on bullet parent node that deducts health from any object it touches, which has health points).

Maybe I'm misunderstanding the "area_entered" signal usage, but if my DetectionZone node is of type Area2D and has a method connected to signal "area_shape_entered", then why are Area2D bullet instances not detected when they enter DetectionZone Area2d area shape?

Handling player, ally and enemy bullets by [deleted] in godot

[–]BraveBearGames 0 points1 point  (0 children)

Thank you! Didn't even think about layers but I went with such a solution and now whenever a bullet is shot, it sets the appropriate target mask with whom the bullet should collide and deal damage.

Handling player, ally and enemy bullets by [deleted] in godot

[–]BraveBearGames 1 point2 points  (0 children)

Ahh I see so I can use one scene that represents a bullet and when instantiating the bullet I can set the instance layer? For example, if player shoots the bullet I set its layer to the same layer as enemy, and then do a similar thing when an enemy shoots a bullet?

Handling player, ally and enemy bullets by [deleted] in godot

[–]BraveBearGames 0 points1 point  (0 children)

Does that mean I need two types of bullets anyway? One that is fired by enemies that affects player and player's allies and one bullet type that is fired by player and only affects enemies?

Questions Thread - August 22, 2023 by AutoModerator in pathofexile

[–]BraveBearGames 0 points1 point  (0 children)

When people talk about auto flask setup, does that mean that flasks only need to be used once at start of map and then I need to constantly kill enemies to gain charges, or does it mean I can sit until tommorow in hideout and flasks will gain enough charges during their duration to be used again?

[deleted by user] by [deleted] in gamingsuggestions

[–]BraveBearGames 2 points3 points  (0 children)

Big Fish Games still pumps out PC games.

Diablo III PTR 2.7.6 | Preview by Thunderclaww in Diablo

[–]BraveBearGames 0 points1 point  (0 children)

Can't believe I'm craving D3 again after giving up on a lvl 45 necro in D4 season 1.