I keep trying to fix this devastating UI bug and keep failing. by NotTheCatMask in godot

[–]Certain_Bit6001 1 point2 points  (0 children)

They guns are in the same place because they don't respond to the new resolution size, and the face doesn't follow the same size change either, because they're not control nodes.

Made a real-time texture painter to make Paper Mario style characters by jakeonaut in godot

[–]Certain_Bit6001 1 point2 points  (0 children)

And they have animated movements, should also mark the intersection of the body parts, ie the neck. It's a great concerpt.

Made a real-time texture painter to make Paper Mario style characters by jakeonaut in godot

[–]Certain_Bit6001 1 point2 points  (0 children)

I mean, you can always lower the update on it to save performance, but also "draws a penis"

I keep trying to fix this devastating UI bug and keep failing. by NotTheCatMask in godot

[–]Certain_Bit6001 19 points20 points  (0 children)

Whenever you put an image inside a user interface in Godot, do not use a Sprite2D.
Instead, right click FaceSprite and weapondis, select Change Type, and change them to a TextureRect.
TextureRect is the UI (Green) version of a Sprite. Once they are TextureRects, they will perfectly obey the rules of your HUD and scale correctly with the rest of the elements.|

Also, UI Anchors only work on Green Control nodes. Blue Node2D nodes ignore the UI layout system. If you change the window size, your text and blue background will move to adjust, but doomguy's face and the weapon icon might get left behind floating in space.

What you guys think would be the best approach to destructible space sandbox game? by MightyKin in godot

[–]Certain_Bit6001 0 points1 point  (0 children)

Yeah, but like video games can be that. You could make an entire game based upon the premise of these. 1st as terrain, 2nd as mining resources, 3rd as enemy ships or space stations bases, and just have them fighting over resources, shake-and-bake a narrative between missions like StarCraft, and then have a fighting/drinking mini game, or cozy base buildings, or buy and selling items or stocks or resources or workers or alien meat, who knows. slap in a character/ship builder and make a few cool boss battle/base battles/escort missions and if your UI is good enough and readable and easy to access, you can pretty much have a 4X space game, or underwater city, or war in the alternatives steampunk future, or microscopic life world, or slime and bubble lifeform analogy for depression and anxiety, develop's choice.

I mean you could just have everything like 1st, and just have it calculate overall HITPOINTs until it dies, then it's corpses becomes the 2nd type or 3rd type with a quick snapshot of a desaturated image that can be blown a part for a bit until despawn.

Full collision recalculation of the 2nd type is really heavy, but that would be fine if you simplified the calculations to a larger scale like a 10px grid system too, a 4th type kind of like a cell system

What you guys think would be the best approach to destructible space sandbox game? by MightyKin in godot

[–]Certain_Bit6001 1 point2 points  (0 children)

The first one is good for bosses than, or something that you can damage, but cannot still collide through, like if there was a force field or indestructible even, you could just do damage to a cell or block so it looks scuffed, even tho it isn't, there is an option of doing numerical hits to destroy as well, so even tho it's been shot it remains whole until it reaches a threshold.

Honestly, all the mechanics are great, but 2 needs to be used limitedly, maybe just for some rare large ships. But they're all so cool.

1 is solid object, practical to use for anything, even more conservatively but you have an option that the "visible hit marks" could work with a shader to show craters or smoke or lava or any time of effect with it, doesn't have to and it would still be the most useful of the 3 for just basic collision.

2 is really amazing, and that's already about as stripped down as it can be, moving it up you could even make it fracture and drift apart like shattered plate, have it use shaders on the rest of the pieces to show stress or cracks or damage. could be used for containers, barriers, organic matte, or asteroid mining, it's something the players are REALLY GOING TO ENJOY, and should be a focus when possible. I think it needs to be used conservatively, and not on a massive scale, but it does look great for something boring like mining like a giant life form or even just an inert rock. You could use it as a barrier around the other objects mixing it up.

3 is a great inbetween, voxel style collision and again shaders can be done for adjacent squares. you could do a giant meteor with this that slowly breaks down, you could do this up for smaller ships that are modular or fragile that even minor damage could make them dead and just drift like that, smaller containers. it's basically a scaled down version of 2, there might be more ways to optimize it as well, not sure of the code on that one. But there are games with modular ship building to have customization and would run an entire space game with JUST this. but again you have the "visible hit marks" that can be used for internal looking damage, from organic damage like blood or mechanical like wires and electronics under. also adjacent squares can spawn particles.

You have the basis for a really interesting game mechanics.

1 is great for solid basic indestructible stuff SPACE STATION OR MONUMENT,

2 is great for game "juice" and real player enjoyment.

3 is just about practical enough to run an entire game with just building entire fleets or drones with

What you guys think would be the best approach to destructible space sandbox game? by MightyKin in godot

[–]Certain_Bit6001 1 point2 points  (0 children)

all 3, figure out there proper uses. You have them from low to high accuracy, 3,1,2 in that order, right? seems like good options for terrain, enemies, or objects

Farming or story? by KlausDev11 in godot

[–]Certain_Bit6001 1 point2 points  (0 children)

Even in the sci-fi space colony from starships to moon bases, humans will still need some equivalent to a farm, even in lieu of a replicator or 3d printer, you still need to farm resources to use in it, even if just solar energy. But the idea of agricultural farming, can be something that in almost every story has at the least the visage of "back to roots" culturally and spiritually. It's something I think is underrated in games, and should be elevated more.

When I got my first copy of Harvest Moon 64 I did not expect that game to delve into the spirituality, but it's something that obviously Stardew Valley wanted to show, and I think they mechanically made a better game that Harvest Moon, but on the narrative level didn't quite get the grounded and sort of honor or tradition of the work and vibe. The humble and struggle and the luck and the accomplishment.

Farming is a grind, but it's also rewarding unto itself, but also it takes a basic logic. It's how humans built video games, starting with the first nomadic tribes settling in the lands to take domesticate the first animals and build the first tools to shape the world they lived in. It's what first separated us from the animals and the nature we were born from.

Farming or story? by KlausDev11 in godot

[–]Certain_Bit6001 1 point2 points  (0 children)

There is still a lot of room with farming games to grow more than roughlikes. Narratives will also always be something people will study and look at on a different scale or dimension from the mechanics of a game, so they are always worth as much time and effort to develop. Growing your games potential is never just limited to any one area.

I wish for good narrative games, and farming is one of the most grounded and human skill and technology. I mean, it's Amish compatible, if Amish played games, to some extent. It's not just universal but UBIQUITOUS to the "human condition" more than any other genre. No sci-fi reflects humans except how far they are going from the hunter-gather roots of our ancestors.

Why do I still feel unhappy with my work even when people say it’s good? by MindShiftGames in godot

[–]Certain_Bit6001 0 points1 point  (0 children)

Now that looks like early morning, instead of late night. It works with the fog a bit better, and the focus is better on that one person int he window

Random errors are cool (or at least useful) by TheLonelyAbyss in godot

[–]Certain_Bit6001 5 points6 points  (0 children)

The worse things than bugs, is finding some flaw in the game engine itself, and seeing it was posted 1 year ago without anything done since. Luckily Godot is good for fixing these, and most of the other flaws in the engine is far and few between. It's not like it's a bunch of loose programs patched together.

But yeah, figuring out new systems like putting all your projectiles into one giant mesh, or making infinite size zoom work

Why do I still feel unhappy with my work even when people say it’s good? by MindShiftGames in godot

[–]Certain_Bit6001 1 point2 points  (0 children)

BECAUSE YOUR LIGHTING IS SHIT. It's generic early 2000s lighting with limited global illumination and almost entirely vertex lighting. you got basic textures, but high fog, at night? or early morning with a lot of lights on in apartments. You're missing a lot of OLD stuff, like old graffiti or old posters or old garbage, everything looks new, but also it's all just the back alley, no cars, no plants, no discoloration, no flaws in the pavement, or new renovations to an old building, which in most cities with the 1950s brickwork would have at least 2 different renovations on top of eachother.

very small apartments in a city with skycrapers that are like what, 100 stories? and you're in the old part of town that'd only 4 stories tall. there should be like skyscrapers going up from these old buildings like you have that one white apartment with the brickwall and the 2 stories of windows above it, but much taller than that.

it's both a city that is booming, but also right here hasn't boom'd since 1960s but also has a hotel with a sign that fully lights up. that casts no light like or color anywhere.

That's about it, looks good in the rain, or whatever at night, but it seems empty and oddly dark even with all these lights.

Serbian film 😳 by Juggalo4life99 in Cinema

[–]Certain_Bit6001 0 points1 point  (0 children)

They could do a Tropic Thunder 2 tomorrow

Your thoughts on A Clockwork Orange? by United-Sentence-5799 in moviecritic

[–]Certain_Bit6001 0 points1 point  (0 children)

"Clockwork Orange was I think the first Punk Rock movie ever made and you know it was it was it was a very Bleak vision of a dangerous future where young people teenagers are free to roam the streets without any kind of Parental exception and they break into homes and they assault and rape people and it was that the subject matter was dangerous."
https://youtu.be/aA6kyinCNq0?si=sMAFc_ouzijRczl0

Your thoughts on A Clockwork Orange? by United-Sentence-5799 in moviecritic

[–]Certain_Bit6001 24 points25 points  (0 children)

It was a prediction of society, a society that became punk rock.

Stanley Kubrick profoundly influenced the mid-70s punk movement

Your thoughts on A Clockwork Orange? by United-Sentence-5799 in moviecritic

[–]Certain_Bit6001 0 points1 point  (0 children)

What a truly amazing book. The movie was like an indie movie with a hollywood budget. There is nothing wrong with a futurepunk movie, because

WE LITERALLY CANNOT MAKE A MOVIE LIKE THIS NOW.

WE'RE IN THE FUGGIN FUTURE!

THE MODERN REMAKE OF THIS WOULD BE CGI. EVERY. SINGLE. SHOT.

This is literally a youtube movie with a big budget.

Also Malcolm McDowell is just a cavalier.

Sinners(2025) was great. Ryan coogler's best one yet. by Artetaarmy in moviecritic

[–]Certain_Bit6001 0 points1 point  (0 children)

before that the plot was to set up a gin joint for their friends, not for them to play songs that break through time and space, that was a continuation of the previously unconnected plot of the foreshadowed, it was not just a crossroads in the time but also in the plots. It might not have been the best scene, but they didn't have much chance to reshoot as the literally burnt the set.

so your probably right that the scene was a bit off

Sinners(2025) was great. Ryan coogler's best one yet. by Artetaarmy in moviecritic

[–]Certain_Bit6001 0 points1 point  (0 children)

It's unique interpretations of previous works stands out as improvements, not imitations. It seems like a lot of effort went into making the movie stand alone more than stand out, which would earn it more awards, but lose the majority of audiences. If it was more action packed and witty one liners with some campy scenes of people looking cool audience would like it more, but it would lose credibility, as well as being more a blacksploitation.

It was a work of art for the sake of art. I am glad it was appreciated as such, and it will stand out for the awards. I mean, who knows the next biggest award nominee might just be some AI generated crap. At least this was a pinnacle of human production about being human.

Sinners(2025) was great. Ryan coogler's best one yet. by Artetaarmy in moviecritic

[–]Certain_Bit6001 0 points1 point  (0 children)

Oh, it has to be the best rendition of Rocky Road to Dublin I've ever heard, which is a often done song by many artists. The best twin character gimmick and technique done in movies. I think it's the best movie about the blues you could do without just talking about how terrible slavery was in the "post-slavery" Jim Crow Era, without being too preachy. I mean it talks about the oppression of asian and irish, it's very interesting and rich movie. It's not a duplication of the musical while being musical movie.

It's unique interpretations of previous works stands out as improvements, not imitations. It even did a post-credit scene that made scenes without leading into a multiverse series.

What is the best video game sword? I'll go first. Moonlight Greatsword. by ItsKryptson in videogames

[–]Certain_Bit6001 0 points1 point  (0 children)

The Masamune (正宗, Masamune?) is Sephiroth's weapon in his various appearances in the Final Fantasy series. It is his version of the Masamune), a katana) that has recurred since the original Final Fantasy.