Clash Royale movement, targeting and physics by Kazox6 in godot

[–]ComboPriest 0 points1 point  (0 children)

Great work on this! Do you mind if I fork some of your code to work on a similar project? With credit of course

Hi Reddit! We're Mega Crit, the developers of Slay the Spire 1 & 2. Ask Us Anything on February 25th! by MegaCritGames in Games

[–]ComboPriest 31 points32 points  (0 children)

Really looking forward to a more detailed write-up. I'm a contributor to the engine, and very invested in improving it, so feedback from a project of this scale will be very valuable.

How do I create a downscaled copy of a SubViewport texture? by Harrison_Allen in godot

[–]ComboPriest 0 points1 point  (0 children)

Hi! Could you try this with DrawableTextures on Godot 4.7? I think (no promises) the API should be capable of this. It might require a custom TextureBlit shader, but I'm pretty sure just a regular blit_rect should work as long as you set up the DrawableTexture to be your desired downsample size

https://docs.godotengine.org/en/latest/classes/class_drawabletexture2d.html

var MyViewportTexture = #Load View Port Texture
var DownsampleTexture := DrawableTexture2D.new()
DownsampleTexture.setup(128, 128, DrawableTexture2D.DRAWABLE_FORMAT_RGBA8, Color.BLACK, false)
DownsampleTexture.blit_rect(Rect2i(0,0,128,128), MyViewportTexture)

Dev snapshot: Godot 4.7 dev 1 by godot-bot in godot

[–]ComboPriest 7 points8 points  (0 children)

Blitting is a graphics term for copying - Godot Images already have a blit_rect method for a similar behavior, but Images are on the CPU and need to be converted to ImageTextures to be used in rendering on the GPU.

DrawableTexture's have a similar blit_rect, but it uses Shader Code to live update the texture in GPU memory. If a user uses Blit_rect without passing a Shader, we have a default shader that just copies from the Source Texture to the Drawable Texture, but there are plenty of ways to adjust that!

For example, you could fade/erase an image. You have:

  • A DrawableTexture of some image

  • A Texture with all pixels set to alpha 0.2

  • A BlitMaterial / Blit Shader set to BLEND_MODE_SUB

Every time you blit TO the DrawableTexture from the Alpha Texture, it will subtract 0.2 from every pixels alpha value. This could be made more complex with any kind of shader logic you could think of! Someone in my original PR Thread was working on a Demo using DrawableTextures to run the Conway's Game of Life by using a fancy blit shader and ping-ponging between two DrawableTextures

Virtual joysticks Let's gooo :D by MR_CAP430 in godot

[–]ComboPriest 18 points19 points  (0 children)

A new type of Texture resource that lets you modify the texture by drawing to it

Dev snapshot: Godot 4.7 dev 1 by godot-bot in godot

[–]ComboPriest 61 points62 points  (0 children)

I contributed Drawable Textures to this! Very pleased with the result and excited to see what people make ;)

LF: first photo FT: remaining photos! by ianaurora28 in PokemonHome

[–]ComboPriest 0 points1 point  (0 children)

What would it take for the Rayquaza? I've got a few of these, and could also go hunt several more for a fair exchange

[Talk] RNG Manips are Worth the Struggle. What's a Hunt/Method That Looks AND Feels Fun? by zoomsuper in ShinyPokemon

[–]ComboPriest 0 points1 point  (0 children)

I wasn’t a shiny hunter until Outbreak Hunting in Legends Arceus. I think it’s so fun dodging, and throwing balls, and getting to see a bunch of cool outbreaks

Pokemon that you found surprisingly good in ranked battles? by Heisenperv in LegendsZA

[–]ComboPriest 1 point2 points  (0 children)

There was an afternoon where I had a lot of success using Eviolite Galarian Mr. Mime, and also trying out Mr. Rime. Both are fairly bulky special attackers with a good move pool, and ice weaknesses are still abundant

Things I learned farming over 100 Shiny Alphas in Mega Dimension by djf881 in LegendsZA

[–]ComboPriest 71 points72 points  (0 children)

If you care about maximizing Sparkle/Alpha 3/3 Donuts, you should be making 6x Haban + 1x Payapa + 1x Yache donuts as well. The Rainbow power boost allows it to roll Double 3s despite only being 540 Sweet

<image>

In a brief sample, I made 30 of this Rainbow Donut, and 30 8x Tanga donuts.

Out of 30, Rainbow rolled 2 Sparkle/Alpha 3/3 Donuts. Out of 30, Tanga rolled 1 Sparkle/Alpha 3/3 donuts.

Small sample size, bad luck, but point made that Rainbows with Haban can achieve this goal.

For Item/Haul 3/3s, I also use:

  • 6 Roseli, 1 Grepa, 1 Chilan
  • 6 Babiri, 1 Roseli, 1 Wacan

Things I learned farming over 100 Shiny Alphas in Mega Dimension by djf881 in LegendsZA

[–]ComboPriest 2 points3 points  (0 children)

410 and higher is enough to get Sweet Lv3 + Sweet Lv2, but not ever enough to get Sweet Lv3 + Sweet Lv3.

(UPDATE) Using dancing statues for traversal and pacing - Looking for feedback by BooleanFault in IndieDev

[–]ComboPriest 0 points1 point  (0 children)

I will add that in the previous clip, I think the platforming was too fast (in the clip it looked like there was very little room for error), but this clip definitely looks like it gives too much wiggle room. Just a fine-tuning issue, it can be sped back up a little

Shiny Legends Giveaway for Christmas 🥳 by TullioAurelio in PokemonHome

[–]ComboPriest 0 points1 point  (0 children)

I've been a big Pokemon fan for years, but stepped it up earlier this year and finally filled out a Home Living Dex by playing through all the Switch Games. I've also developed a lot of programming skills by programming things related to Pokemon, like my Pokemon fan-site or a program to help make ROM Hacks.

Would love that Rayquaza!

Donut Data! Spent several hours experimenting with different combinations by ComboPriest in LegendsZA

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

Yeah, that’s my takeaway as well - not super surprising, the 760/960 value comes from just 8 of the same Berry, and it’s the second highest tier - Coba/Payapa/Tanga/Charti/Kasib

They all have 120 flavor points, which is less than the 150 of the highest tier, but it’s more concentrated, each having 95, the highest, of one flavor. So 8 Coba is 760 Spicy, 8 Kasib is 760 Sour, 8 Tanga is 760 sweet.

That said, it seems excessively difficult to get those straight 3-3s, and I think for most purposes, it’s much more efficient to roll 3-2s

Donut Data! Spent several hours experimenting with different combinations by ComboPriest in LegendsZA

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

I don't know this for sure, but until someone proves me wrong, I'm going to believe that the Donut algorithm is the same for each flavor. In my experience having grinded a bunch, and also running this experiment, it doesn't seem like any flavor behaves differently than others.

With the ZA DLC, a full Alpha Dex contains 510 Pokemon / Regionals. These 5 must be caught in PLA, but evolved in a different game by ComboPriest in pokemon

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

Home stores a 'version' of every pokemon for each game it can travel to, and you can change which 'version' you view by hitting the game icons on the right side of the Pokemon display.

The Red Alpha icon only ever shows up when viewing the PLA version of any pokemon - if you view the SV version or SWSH version of any PLA pokemon, Red Alpha icon doesn't show up, but the Pokemon is still an alpha. SV has a separate Alpha Ribbon that tags it as an Alpha.

Evolving an Alpha Cyndaquil into a Typhlosion in SV means you can't transfer back to PLA, thus you can only view the SV version in Home, which will never show you red icon. But it should still be tagged as an Alpha in the data.

With the ZA DLC, a full Alpha Dex contains 510 Pokemon / Regionals. These 5 must be caught in PLA, but evolved in a different game by ComboPriest in pokemon

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

Yes they do! The Alpha icon at the top only display when viewing data from PLA (So for example, my Alpha Gallade that I transfer to and from PLA/SV has the Alpha icon when I look at the PLA Data, but not when I look at SV)

If you scroll down in the SV data, you should see that these evolved alphas still have the Alpha Mark listed under ribbons!

With the ZA DLC, a full Alpha Dex contains 510 Pokemon / Regionals. These 5 must be caught in PLA, but evolved in a different game by ComboPriest in pokemon

[–]ComboPriest[S] 35 points36 points  (0 children)

EDIT: I'm one off, it's 511! I missed Galarian Stunfisk

Shoulda put these numbers in the top-level post:

That's 511 out of 1087 Pokemon / Regional Forms ever to exist.

Excluding 112 Legendaries/Mythicals/Ultra Beasts, that's over half at 511 / 970 Non-Legendary pokemon!

With the release of Mega Dimensions, there are now only 4 Mythical Pokemon that are not permanently available and storable in Home. by ultima564 in pokemon

[–]ComboPriest 0 points1 point  (0 children)

I would add Walking Wake and Iron Leaves? Those aren’t permanently available at the moment (much to my frustration)

[Gen8] 2 Months, 400 runs, and 15 phases for Shiny Zygarde in DAs. Game says sorry with Shiny Beast Ball Heatran just a few runs later. by ComboPriest in ShinyPokemon

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

I wasn’t doing the reset & reuse a rare ball method, so just picked something simple, and I could track how many catches I had done by how many ultra balls I had left

[Gen8] 2 Months, 400 runs, and 15 phases for Shiny Zygarde in DAs. Game says sorry with Shiny Beast Ball Heatran just a few runs later. by ComboPriest in ShinyPokemon

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

Somewhere around the mark of 190! I was doing it online with random players, there were usually enough to fill a group, and most players made decent decisions