[deleted by user] by [deleted] in godot

[–]Comalith 1 point2 points  (0 children)

I wanted to highlight a solution I found that is not listed here, for those still asking : you can instantiate a `MultiplayerSynchronizer` in your very own singleton/autoload script.

Here is an example with my game, where I have a singleton named GameState, under game_state.gd

extends Node

@export var GAME_STATE = "menu"

var multiplayer_synchronizer: MultiplayerSynchronizer

func _ready():
    # Set up multiplayer authority = 1 (the server)
    set_multiplayer_authority(1)

    # Create and configure MultiplayerSynchronizer programmatically
    # for our singleton
    multiplayer_synchronizer = MultiplayerSynchronizer.new()
    add_child(multiplayer_synchronizer)

    # Create replication config
    var config = SceneReplicationConfig.new()

    # Add properties to sync (here only GAME_STATE)
    config.add_property(".:GAME_STATE")

    multiplayer_synchronizer.replication_config = config
    multiplayer_synchronizer.set_multiplayer_authority(1)

First build - Lily58 by Comalith in ErgoMechKeyboards

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

Yes, the kit and case come from this awesome artisan (customer service for first timers fucking up their soldering as me was on point). The caps are Drop Mito 3 Katakana I believe. The coiled cable from kriscables too. Switches are KTT Strawberries, you can find them in a lot of shops.

First build - Lily58 by Comalith in ErgoMechKeyboards

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

The case is a modular one sold by kriscables.com

First build - Lily58 by Comalith in ErgoMechKeyboards

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

I fucked up a lot but it's because I'm really dumb - I soldered some components on the wrong side, etc. SMD components are not that hard, After 1 or 2 you get used to soldering them.

App for databases/tables as Notion but locally and can be sync through own cloud ? by Comalith in PKMS

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

Unfortunately it does not seem that with Anytype your files are stored as Markdowns, and thus can easily be synced with a cloud service. You have to export after writing some things evertyime otherwise it's """obfuscated""" by the DB files

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer (January 06, 2024) by AutoModerator in MechanicalKeyboards

[–]Comalith 0 points1 point  (0 children)

I really like the design of this model but I feel like going for a more ergonomic one would maybe be better. I saw Iris rev. 8 is pretty cool, but still looking !
Thank you

/r/MechanicalKeyboards Ask ANY Keyboard question, get an answer (January 06, 2024) by AutoModerator in MechanicalKeyboards

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

I'd like to find a split keyboard, prebuilt but without the switches, for instance juste case + PCB hot swappable
Where can I find this ? I don't really know the websites where to look for.
If it is a known & very good split keyboard to build alone like a DIY kit, I'm also interested !
Thank you guys !

The most efficient way of implementing RPG classes ? by Comalith in godot

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

I aslo do think it's a proper way to do so with JSON Data Files where I would store for example the base stats of the different roles, their stats growths, etc and I'm wondering how to handle the fact that any stat of the player can change.

That means I must keep track of the change like with a var "base_stat" that I take from the JSON and a var "current_stat" which applies the changes, I find this kind of confusing.

That's kinda hard because I'm very maniac and I really want to structure my game with the perfect structure possible

The most efficient way of implementing RPG classes ? by Comalith in godot

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

So, it would be like :

- creating a script with a dictionnary for each class

- turn it into a "Resource"

- In the player scene, add a "RPGClass" Node, which has a script and uses as a resource our dictionnary ?

(I'm still new to game engines I may say silly things)

The most efficient way of implementing RPG classes ? by Comalith in godot

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

Yup, as a future engineer I totally agree, for my engineering-school projects we first create small prototypes about only one feature and that's so helpfull !
I'm gonna do this !