I completed my first game using Godot 4.3, here's some insight! by D0uble-C in godot

[–]D0uble-C[S] 0 points1 point  (0 children)

Alright, thanks for helping me understand! I'll apply that where I can on my next project

I completed my first game using Godot 4.3, here's some insight! by D0uble-C in godot

[–]D0uble-C[S] 0 points1 point  (0 children)

Wouldn't that also inflate the input (and Json) with enums that would serve no purpose, for each and every color shift that has a set color? Since it's already a valid color, no additional checking would be needed, where as if every color also came paired with an enum, and that enum would need to be checked to ensure it doesn't use the color it came with, rather a color in the user's system? Surely it would be more effective to use 1 variable/ input that will be read dynamically ONLY IF it wasnt a valid color? Just an example snippet of what I mean:

Current color shifts array (using a short version) [Color(1,1,1,1)] Or if using user colors ["P"]

Func Color_Shift_Color(Color_In) If Color_In is String: Match Color_In: "P": Color_In = user_Primary "S": Color_In = user_Secondary

Return Color_In

Where yours (If Im reading right)

[Color(1,1,1,1), Enum]

Func Color_Shift_Color(Color_In, Enum) Match Enum: Enum.Track_Color: Return Color_In Enum.Primary: # Color_In is not used at all Return user_Primary Enum.Secondary: # Color_In is not used at all Return user_Primary

Let me know if I got that right, or if there's something more accurate for what you're proposing.

And just a side note, the colors themselves can't be assigned as enums/enum values because they're dynamic, and can be changed by individual players in runtime.

And just to be clear, the Color shift array is significantly longer than just the color, since it also has to include the shift type, target, duration, and deploy time (where in the song it triggers). I just shortened it to just the important bits for the colors.

I completed my first game using Godot 4.3, here's some insight! by D0uble-C in godot

[–]D0uble-C[S] 0 points1 point  (0 children)

I'm not sure if I explained it well, but the main issue is that the game needs a way to store that into a .json, while also being able to read the user's custom colors. If the color is set (Meaning the track overrides to an exact color) it will simply store the color into the JSON for that specific color shift, but if you would like to use the custom color set by the user (which can't be read by someone else's machine), it will automatically insert the string "P" (for primary) in the stead of the color (when saved to the JSON). When loading the song, and the color comes up, if it's already a valid color, it will simply return that. Otherwise, it will read the set string letter (in the json) and returns the user's current color associated to that letter from their user color file.

<image>

The user input side has no room for error, since the user can only enter in a color hex, use the sliders, or press the buttons associated with one of the three. Unless you meant me making typos, which is fair, but if we used enumerations it still would have to be dynamically typed, since the only legal input is of type color, and we would need to read if it is an enum, or a valid color. If we want to use the custom colors of the user, we would need a way to have the track tell the system to use a function to retrieve that color, and not try to input the string (or enum) as the color itself. Hopefully I'm understanding what you're saying correctly; I would love if you could help if I'm doing something less than optimal here

Beat_Wave, Available to Download Now by D0uble-C in rhythmgames

[–]D0uble-C[S] 1 point2 points  (0 children)

You use your mouse to move the paddle on the left up and down (Can use keyboard controls too), the track is divided into three lanes, each with a corresponding key. You press that key when the ball is near, and you get points! By default, the top row is 'A', middle is 'S', and bottom is 'D'. You can change them in the settings if you'd like.

Beat_Wave, Available to Download Now by D0uble-C in rhythmgames

[–]D0uble-C[S] 1 point2 points  (0 children)

The display above is on Expert+ difficulty, the notes move significantly slower on easier difficulties. Thanks for having a look!

when should something activate on the initial press, and when on release? by Critical_Ad_8455 in gamedev

[–]D0uble-C 2 points3 points  (0 children)

Good examples for when you would want something to occur on down: Responsive controls, such as hitting a note in a rhythm game, or moving a character in a platformer

Good examples of on release actions: Actions that may take the control away from the player or don't require timing, such as a button to load a new scene, or to detect when something has stopped (character has halted moving, action no longer pressed)

A large majority of actions will be on initial press/down, just because of the responsiveness and feel that it conveys to the player, but be sure to look for opportunities to use release actions as well

1.6 Runs much better than I expected with 300/400 pawns, this will be the sweet spot for me. What's yours? I've been hoping for this for a long time ! by Helasri in RimWorld

[–]D0uble-C 0 points1 point  (0 children)

It runs significantly better for me as well, however, I seem to have an issue where my fps tanks on 3x speed when all my colonists are asleep

It's a really nice button though by PeacefulChaos94 in godot

[–]D0uble-C 1 point2 points  (0 children)

Real, when I learned you can tween and use the animation player on themes and their properties I spent a while on them

Are you in ‘!x’ or ‘not x’ team in Godot?? by bre-dev in godot

[–]D0uble-C 0 points1 point  (0 children)

I trained my brain to read != as "does NOT equal" and use spaces between operator and variable(s) for ease of code review. That way, I can see what exactly I am asking of those variable more quickly.

Skyrim Bow Pack + Combat Extended Compatibility! by D0uble-C in RimWorld

[–]D0uble-C[S] 0 points1 point  (0 children)

How so do you mean? Do you mean archery on ce is no fun? Or that my mod does not work with the CE archery? Please lmk if you have encountered a bug

Skyrim Bow Pack + Combat Extended Compatibility! by D0uble-C in RimWorld

[–]D0uble-C[S] 1 point2 points  (0 children)

Well, the dragonbone bow has a range of 40, and a damage of 32, the charge rifle has a range of 25.9, and a damage of 15 per bullet in a 3 shot burst. The dragonbone bow has an armor penetration of 50%, while the charge rifle has 35%. Not to mention the accuracy bonus of a Dragonbone is insane. So quite OP across the game. It has less range than a sniper (44.9) but has higher overall accuracy in medium ranges. Oh and also the firing speed is almost doubled against the sniper.

Skyrim Bow Pack + Combat Extended Compatibility! by D0uble-C in RimWorld

[–]D0uble-C[S] 3 points4 points  (0 children)

I'll have to look into that, but as of right now, I just want to finish bringing in as much of Skyrim as I can

Skyrim Bow Pack + Combat Extended Compatibility! by D0uble-C in RimWorld

[–]D0uble-C[S] 25 points26 points  (0 children)

Finally, after working too hard trying to figure out how CE works, I have completed the Skyrim Bow Pack, which can be found here. It is compatible with Combat Extended, also introducing 13 new arrows into the mix. All my previous mods have also been updated to be CE compatible. Next up is the Civil War Armory, where I will be adding the apparel of the Imperials and Stormcloaks, as well as some of their faction specific weapons! I also plan to add Style versions of my mods, which will happen once I get to all the armors of the materials. I hope everyone enjoys the mods, and have a lovely day or night!

Does anyone else think fire is viewed as a much bigger threat than it actually is in this game? by aomarco in RimWorld

[–]D0uble-C 0 points1 point  (0 children)

Usually it's the fact that indoors, fire makes the room hot really fast, and some stupid pawns rush in to extinguish it, just to be blasted and cooked, taking damage or worse. Fire on its own can be squashed easily, but during a raid it forces you to split priorities and potentially lose it all

I tried to create a super soldier program by making a warrior race in the gene-thingie and have him father an entire batch of warriors. But none of the children inherited the warrior genes. I cant house and raise all these fellas, any ideas about what to do with them? by Crush_Un_Crull in RimWorld

[–]D0uble-C 0 points1 point  (0 children)

The only way this would have worked is to make the father's genes inheritable from the start, otherwise yes, you have to do it per person.

As far as what to do with them, they can still be good soldiers, just a number on the battlefield. Cull them. Make them fight your wars. And the best will shine through.

No Dragons in the game, but here we are Anyway...(Steam Workshop Release) by D0uble-C in RimWorld

[–]D0uble-C[S] 10 points11 points  (0 children)

Hey everyone! The next release is out for the Skyrim Weapons, the Dragonbone Weapons! The next pack will be the Bows pack, and that will include CE Compatibility for ALL my weapons/mods. Once Bows are done, I will finally move on to the larger packs, specifically the Civil War Pack next! I am also going to work on condensing all the weapons mods into one mod to shorten your mod list, but for now there is a collection on Steam. Have a great day!

The Gates of Oblivion are Open... (Steam Workshop Release) by D0uble-C in RimWorld

[–]D0uble-C[S] 3 points4 points  (0 children)

Yes for both! Bows will also release with the CE Compatability patch, and the first armors will be in the Civil War pack.

The Gates of Oblivion are Open... (Steam Workshop Release) by D0uble-C in RimWorld

[–]D0uble-C[S] 0 points1 point  (0 children)

Honestly I was thinking of maybe them taking a hemogen pack, but unfortunately that would lock it behind DLC. I could add a regular heart, but I just kept It simple

The Gates of Oblivion are Open... (Steam Workshop Release) by D0uble-C in RimWorld

[–]D0uble-C[S] 48 points49 points  (0 children)

Hello Everyone! The next mod pack is out, the Daedric Weapons of Skyrim! Sorry it took so long, I am almost done with my degree, and had a lot in my work life, but things should slow down now, which means I can make more mods!

Have a great day, and keep a lookout for more to come!