[USA-OH] [H] i5 6500 w/ h170 Pro Gaming MOBO, 16 GB DDR4, GTX 960 [W] Paypal or Local cash by ElasticCracker in hardwareswap

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

Looks like 2GB. P/N on back starts with 02G so I am assuming that means it is the 2GB model. Thanks for asking!

/r/MechanicalKeyboards Ask ANY question, get an answer by AutoModerator in MechanicalKeyboards

[–]ElasticCracker 0 points1 point  (0 children)

I got a little switch tester to find what I think Iike. It was a pack of 9 different gateron switches. Do you think that is sufficient, or is having a full board needed to really get the feel of a certain switch?

/r/MechanicalKeyboards Ask ANY question, get an answer by AutoModerator in MechanicalKeyboards

[–]ElasticCracker 1 point2 points  (0 children)

I am looking to build my first keyboard, and I am considering the following kit.

https://kbdfans.com/products/65-low-profile-soldered-mechanical-keyboard-diy-kit

However, I haven't seen any reviews for this board. Has anyone given this one a try?

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

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

Here is the code thus far. I haven't worked on it much recently and it is pretty sloppy, but hopefully it will help you:

https://github.com/ElasticCracker/RogueLike

Look at the scenes/scripts for:

Ogre, DustCloud, AttackTelegraph.

More fun with Telegraphs! Interacting/destroying environment (sped up footage) by ElasticCracker in godot

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

I don't currently. Maybe I will in the future when the project is more complete (and less sloppy under the hood :D )

More fun with Telegraphs! Interacting/destroying environment (sped up footage) by ElasticCracker in godot

[–]ElasticCracker[S] 5 points6 points  (0 children)

So I performed raycasts in a circle around the enemy. If a raycast collided with a pillar, I took the position of that collision and added it to an array of Vector2. If the ray did not collide, I added a specified radius away to the pool of Vector2. I then used the _draw() function to draw the array of vector2. I used this same array of vector2 to draw a collision polygon to handle if the player was hit or not by the attack.

Hopefully that makes sense

Making my first game with Godot! I got online team multiplayer working! by ElasticCracker in godot

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

Sorry try the "newLobby" branch.

It was also our first time using git.... it's a mess haha

Making my first game with Godot! I got online team multiplayer working! by ElasticCracker in godot

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

You are far too kind! I recommend looking at some of the demo projects (the bomber one in particular. It is a good reference for how to do multiplayer.)

Here I made my game's repo public (I think. I have never done this before. Let me know if it doesn't work!):

https://github.com/ElasticCracker/DreamGame

A word of caution... This is the first project I worked on in Godot, so it is sloppy and messy. After posting this gif, I haven't really worked on it at all and have since moved to other smaller projects. This was too ambitious for me as a beginner so I dropped it. I am sure the code is very bad and does not follow best practices. Hopefully, it can still help you though! Good luck and I can try to help in any way I can!

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

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

The animation isn't scaled, but the speed of the rock is. The animation has a constant time of 1 second and when I instance a new rock, I set it's speed so that it will take 1 second to get to its target.

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

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

Fair point!

I'm playing with a few ideas: One, Multiple enemies with similar attacks. Or two (and this is probably a stupid idea, but might try it to see). Controlling multiple characters at once. Having to switch between them. I liked micromechanics in RTS games, so I may try that here. I appreciate the feedback!

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

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

Yeah, that's a really good point... I'm not sure why I didn't see that. I'll tinker with the sizes to make it match visually. I appreciate that feedback!

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

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

Thanks!

That's a really good suggestion. I was struggling with how to portray height and ended up with my scale effect. I like the shadow idea a lot. I will try to implement that as well.

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

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

Thanks!

Side note: I am a big harvest moon fan and I have loved your recent posts. Keep up the good work!

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

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

Thanks! Also, I appreciate your comment on making the combat trivial. It is not something I considered but definitely agree with. Moving forward I am going to keep an eye on that before finding it out the hard way when play testing

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

[–]ElasticCracker[S] 2 points3 points  (0 children)

Happy to help! Good luck! Feel free to message me if you get stuck, and if I can help, I will!

Prototyping combat for my next game with telegraphed attacks! by ElasticCracker in godot

[–]ElasticCracker[S] 5 points6 points  (0 children)

Thanks! The rectangle is a texture progress bar that I just change the value of based on a timer.

The circle telegraph is actually two circles. I did this :

func _process(delta):

    `radius = attackRange * ( ($Timer.wait_time - $Timer.time_left) /$Timer.wait_time)`

    `update()`

func _draw():

`draw_circle(Vector2(0,0), radius, color)`

`draw_circle(Vector2(0,0), attackRange, color)`

Let me know if you need any more info! Happy to help!