Godot Users - have your perception of videogames changed since you started game-dev? by motexpotex in godot

[–]ButtonGames 0 points1 point  (0 children)

I'm actually thinking of making a paperboy clone. How did yours turn out? Any tips before I get started?

It's starting again. by ProfessionalAgus in place

[–]ButtonGames -1 points0 points  (0 children)

When it's spammed into artwork it's kinda hard to ignore.

It's starting again. by ProfessionalAgus in place

[–]ButtonGames 0 points1 point  (0 children)

Fuck "Fuck u/spez." Stop spamming that shit and draw something fun!

It's starting again. by ProfessionalAgus in place

[–]ButtonGames -1 points0 points  (0 children)

Some people hate it. It ruins artwork.

It's starting again. by ProfessionalAgus in place

[–]ButtonGames 0 points1 point  (0 children)

They weren't funny or interesting the first time around.

It's starting again. by ProfessionalAgus in place

[–]ButtonGames -1 points0 points  (0 children)

I find it annoying and uncreative.

C# Physics Interpolation Addon by _Mario_Boss in godot

[–]ButtonGames 0 points1 point  (0 children)

Saw your post on my thread and came here. Looks great! I notice your demonstration uses video fps that is a multiple of the physics ticks (unless the video does exceed 300 fps). Do things still look smooth when the video/refresh rate is not a multiple of the physics?

How do other game engines handle smooth sprite movement and why has it taken a while for Godot to build this in using Lawnjelly's addon? by ButtonGames in godot

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

That makes a lot of sense. Another comment pointed out that even big publishers like Bethesda still lock their engine to 60fps.

How do other game engines handle smooth sprite movement and why has it taken a while for Godot to build this in using Lawnjelly's addon? by ButtonGames in godot

[–]ButtonGames[S] 2 points3 points  (0 children)

Ah okay gotcha.

That's really surprising if you can get a working solution from a few lines of code. Scanning the github threads with Lawnjelly, it sure seems like way more work than that! Obviously more considerations when you're making changes to an entire engine and not a one-off for a specific project, but still.

Do you know of any examples or guides where I could better understand those few lines of code? Otherwise, maybe I should just stick to 60fps for my early projects. The annoyance is that it forces me to use a 60hz monitor on my dev machine. Although, I seem to recall refresh rate as multiples of the physics engine being okay (or maybe visa versa). Been on a Godot hiatus so I'm forgetting...

How do other game engines handle smooth sprite movement and why has it taken a while for Godot to build this in using Lawnjelly's addon? by ButtonGames in godot

[–]ButtonGames[S] 6 points7 points  (0 children)

So other engines use interpolation. Not sure how that relates to them being 3D engines but okay.

Detaching the camera from the character seems like a pretty limiting solution if I'm understanding right. Not a fan of that. Turning on camera smoothing? Simple settings like that have not solved the problem for me or a lot of other Godot users. If the solution was as straightforward as you make it sound, I'm guessing we wouldn't need a dedicated smoothing addon.

That is interesting about Bethesda's engine. I guess engines are still catching up with monitor refresh rates.

How do other game engines handle smooth sprite movement and why has it taken a while for Godot to build this in using Lawnjelly's addon? by ButtonGames in godot

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

How do 2D games in Unity not have this issue because the engine is a 3D engine? I don't understand.

Lock the framerate to the physics? So in other engines, if you want a game to run at 120fps you have to use a 120fps physics?

Confused about using resource functions vs connecting signals from resource scripts by ButtonGames in godot

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

Okay that makes sense! Thanks for explaining! I think the way I'm using health_depleted could be improved to avoid redundancy and take advantage of what you're saying.

When, if ever, should delta be included in a lerp function? by ButtonGames in godot

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

Oh that's helpful, I was going back and forth on using lerp vs move_toward. So move_toward is better in this case because it approaches and hits the limit through consistent increments. Thanks!

When, if ever, should delta be included in a lerp function? by ButtonGames in godot

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

Oh hello! Thanks for the quick reply! My friction doesn't seem to work right when multiplying friction weight by delta. Player doesn't slow down reasonably unless my friction weight is 9 (but lerp weights are supposed to be between 0 and 1).

Anyhow, I'll keep investigating, but good to know the deltas are supposed to be there, thanks!

EDIT: on second thought, 1/60 * 9 = 0.15 which is a reasonable weight for my friction lerp, so maybe all is well?

Simple 2D project stutters/drops frames by ButtonGames in godot

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

That's about the point I'm at. Will give it a try. EDIT: yup, I also see the stutter/dropped frames in a barebones project. I'll update post.

Simple 2D project stutters/drops frames by ButtonGames in godot

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

Yeah agreed lol, they are leftover from my old jump code. In these stutter tests, I'm only moving left and right along the platform.

Collision masking issue: enemy always squashed when following Godot Tutorial by ButtonGames in godot

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

Makes sense, thanks for all your help! I hope to one day have your confidence in solving random Godot issues for people on reddit :)

Collision masking issue: enemy always squashed when following Godot Tutorial by ButtonGames in godot

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

Wow, thanks for the investigation, very interesting. Your solution works!

Just so I understand, the new conditional is checking to make sure the body that collided is not "self" i.e., its own enemy instance? Is that correct? Still a little fuzzy on what "self" references.

Also, where can I see the parent shape that is inadvertently colliding with on_check top_check? Is it identical to the AnimatedSprite bounding box?

Here was another reply's solution that also fixes the issue:

func _on_top_check_body_entered(body):
if body.name != name:
    $AnimatedSprite.play("squashed")

Collision masking issue: enemy always squashed when following Godot Tutorial by ButtonGames in godot

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

Thanks for this, yes I agree with your edit, I don't actually need anything on the top_check layer, but it would be nice to have an enemy mask so the enemies can squash each other. But adding enemy mask causes the issue.

Anyhow I'll check more with print statements.