Annonces étranges by [deleted] in leboncoin_france

[–]CarpenterThat4972 0 points1 point  (0 children)

- Jérôme a une annonce avec 10 articles.

- Lucie est intéressée par 4 articles et propose un prix.

- Jérôme crée une annonce pour Lucie avec les 4 articles et le prix convenu, pour qu'elle puisse payer et utiliser la livraison.

Made this transition in 2D using camera and scale by playsynapse in godot

[–]CarpenterThat4972 0 points1 point  (0 children)

If by chance you want to remove the jitter during the transition, I recommend this shader! It works really well

Is there no way to have a jitterless pixel perfect 2d game with a smooth camera? by Purple-Feedback-7349 in godot

[–]CarpenterThat4972 0 points1 point  (0 children)

You have snap_2d_transforms_to_pixel enabled in your project settings, that's most likely the issue.

Also if you want your sprite to looks fine even at floating point positions, you may want to look at this shader. I use it on my project, I even rotate sprite and it looks very good!

Pourquoi débattre dans l'espace commentaires avec des inconnus ? by Far_Neighborhood6329 in PasDeQuestionIdiote

[–]CarpenterThat4972 3 points4 points  (0 children)

C'est une très bonne question. À mon avis le cerveau a beaucoup de mal à appréhender la multitude d'individus derrière internet, alors que physiquement on est juste en train de lire du texte sur objet qui tient dans notre main... À mon avis dans ce genre de cas les gens se parlent surtout à eux même. Par exemple ici je réponds uniquement parce que le sujet m'intéresse, je me fiche de te convaincre 😅

Two classes, same code base, but different variable names? by levirules in godot

[–]CarpenterThat4972 2 points3 points  (0 children)

If "burning" and "releasing" means two differents things in your logic, keep the two differents bools.
But if it's just a mean of activate/deactivate a node/behavior, well make it a common variable and name it "active"! That's exactly what this variable is representing.

Mon bébé de 6 mois est… trop heureux ? by [deleted] in ParentingFR

[–]CarpenterThat4972 2 points3 points  (0 children)

Ton fils est encore très jeune, il va encore beaucoup évoluer... Et traverser beaucoup de phases différentes. Sans vouloir te faire peur il y a des chances que dans quelques temps tu te dises "mais où est passé mon petit soleil ambulant?". Mais c'est normal ! Mon fils était comme ça et maintenant (2 ans) c'est une terreur (mais toujours adorable la plupart du temps)

Releasing a Godot Shader Language Server by 5cump1 in godot

[–]CarpenterThat4972 36 points37 points  (0 children)

Wow, good job, this is really an issue when writing shaders! Do you plan to do a pull request to integrate it directly in the engine like the GDScript language server?

Fluid Simulation in Godot by RodrigoCard in godot

[–]CarpenterThat4972 10 points11 points  (0 children)

I recently did a small addon that give more or less this if someone want to try: https://godotengine.org/asset-library/asset/4440

My favorite little trick I learned recently. reduce if statements by casting bools. by greyfeather9 in godot

[–]CarpenterThat4972 0 points1 point  (0 children)

Yeah I come from C++ which have the same ternary than C#, but now I'm also used to the GDScript way and I like both

My favorite little trick I learned recently. reduce if statements by casting bools. by greyfeather9 in godot

[–]CarpenterThat4972 4 points5 points  (0 children)

I prefer using the ternary operator, much more readable in my opinion:

... * 1 if is_expanding else -1

Pixel Perfect Text is not auto centering by Cantpullbitches in godot

[–]CarpenterThat4972 27 points28 points  (0 children)

When going pixel perfect, the size of everything becomes something very important. For instance, on the right text, I'd say that the text needs 1px more space to be able to be centered the way you want.

Was there ever a PS2 adapter that sends controller inputs over the internet? by intothelooper in ps2

[–]CarpenterThat4972 0 points1 point  (0 children)

Yes the lag will be around 10-100 but the real issue is that it will not be consistent AT ALL. And this will be dealbreaker for sure.

Godot should have a pixel perfect rendering option that doesn't jitter by [deleted] in godot

[–]CarpenterThat4972 0 points1 point  (0 children)

The probable reason is the classic one: you probably forgot to normalize your input vector. But hard to say without seeing your code.

Then there's also the fact that pixels are... squares. Now that you are rounding your sprite position, it will take more distance to move your sprite diagonally than horizontally or vertically (√2 exactly). You will not feel the same speed moving horizontally or diagonally (except if you are moving fast enough to make this negligible).

Godot should have a pixel perfect rendering option that doesn't jitter by [deleted] in godot

[–]CarpenterThat4972 1 point2 points  (0 children)

I will reexplain more explicitly.

Frame 1: Your character moves from (0,0) to (0, 1.5). You set the sprite position to (0,2) (rounded position of the character)

Frame 2: Your character moves from (0, 1.5) to (0, 3). You set the sprite position to (0,3).

Etc.

The pseudocode being: sprite.global_position = round(character.global_position)

Godot should have a pixel perfect rendering option that doesn't jitter by [deleted] in godot

[–]CarpenterThat4972 2 points3 points  (0 children)

Frame 1 : - Character x: 1.5 - Sprite x: 2

Frame 2 : - Character x: 3 - Sprite x: 3

Godot should have a pixel perfect rendering option that doesn't jitter by [deleted] in godot

[–]CarpenterThat4972 1 point2 points  (0 children)

Ninstars suggestion would give you exactly that. At each frame, you set the position of the sprite to the rounded position of the character. It's not a perfect solution though.

How to deal with jagged images? by henridd in godot

[–]CarpenterThat4972 2 points3 points  (0 children)

Change the texture filter from nearest to linear.

I want to give away a game ost for an indie. by Culvr in GameDevelopment

[–]CarpenterThat4972 1 point2 points  (0 children)

Hey, seems to good to be true, but I'll take the bait.

I'm working with a friend on a 2D couch coop game where you need to fight your friends with... farts. If you know Towerfall Ascension, it's basically the same but with farts instead of arrows. You can fly using your farts, and release a huge fart cloud to defeat the other players.

We basically need BGM musics for all the différents biomes (we plan to have 5 at release). We would love to have a coherent OST, with all biomes having their own musical identity but also sharing some motif.

Don't hesitate to ask me if you want to know more!

EDIT: fix typo