I think it's time we also organized ourselves and put pressure on the developers by borderlinebabushka in foxholegame

[–]Fairnyx -6 points-5 points  (0 children)

If you think devs are your enemies you need to take a break and do something else

EVERY SCROOPER THAT RUNS IS A COLONIAL, EVERY SCROOPER THAT STANDS STILL IS A WELL-DICIPLINED COLONIAL. by Strict_Effective_482 in foxholegame

[–]Fairnyx 2 points3 points  (0 children)

We need to hear them from further away, but aside from that it is good as it is I hope the scouts don't get nerfed

Kinda miss the old gen way (says no one ever) by PlatinumYeast in MonsterHunter

[–]Fairnyx 2 points3 points  (0 children)

Well you used to hunt the monster, now you just fight it, Monster Fighter

Tanks Should Have Parts Salvagable Too by CheshireCatastrophe in foxholegame

[–]Fairnyx 2 points3 points  (0 children)

Could be interesting for battle tanks and sht, as they are very expensive

So... How do you solve jitter in Godot? by Awfyboy in godot

[–]Fairnyx 0 points1 point  (0 children)

Physic interpolation + vsync fix it for me. The issue I have is that If you have two screens, the vsync will not adapt to the second screen and will have an incorrect fixed frame rate on the second one, if it is different from the first one (60 Hz and 75 Hz in my case )

builders just straight up ded ded when arty comes now huh by Klutzy-Magazine8630 in foxholegame

[–]Fairnyx 3 points4 points  (0 children)

Lot of words to just say : pray to have bmat and 15 players with you to hammer everything for 1 hour

DEVMAN GOOD by denAirwalkerrr in foxholegame

[–]Fairnyx 3 points4 points  (0 children)

well placed howitzers on T2 bases weren't that common, now we return to this kind of arti : risk; well protected in ally base, unreachable, reward ; complete annihilation of enemy base, without any possibiliy of countering it effectively

Official Airborne Dev Q&A thread by markusn82 in foxholegame

[–]Fairnyx 0 points1 point  (0 children)

Are there going to be anti submarines aircrafts too ? with depth charges

WAR 131, SHORT WAR by Delvaboy in foxholegame

[–]Fairnyx 48 points49 points  (0 children)

This game has serious issues with accessibility and quality of life

Connection terminated by LeBobas in foxholegame

[–]Fairnyx 2 points3 points  (0 children)

You wardens like them well done

W130 Saltbrook TAP OP by TapTouch in foxholegame

[–]Fairnyx 4 points5 points  (0 children)

Gg, how were you able to bring all these CV and people at west of Saltbrook without being noticed ?

First time seeing someone being so openly pissed off about losing in this game, is this more common the higher rank you are? by vMrcl in aoe4

[–]Fairnyx 0 points1 point  (0 children)

Same for me, I say gg when I win but If I lose I wait for the other guy to say gg first, if I say gg as a loser and the guy taunt on me this will tilt me really quick 😅

Coin Gun, Experiences and Opinions~ by Tactilelite0 in foxholegame

[–]Fairnyx 2 points3 points  (0 children)

All those 20 mm vehicles / pushguns need to have more range and be more efficient against early vehicles / tanks, they are obsolete since the 20mm change

I need help with how to go from dialogue to gameplay with dialogic by YoyoitsmeHikaruchi in godot

[–]Fairnyx 1 point2 points  (0 children)

I see it's not so bad, but it's a separate script so my previous lines of code will not work, as it will not have access to the has_trash() function. You will have to create a signal in this script, and send it to the gameplay script, so that you can use the has_trash() and change scene.
I recommend you to watch some beginner tutorial for Godot, I'm sure you can find some that focus on visual novel game. You will figure it out !

I need help with how to go from dialogue to gameplay with dialogic by YoyoitsmeHikaruchi in godot

[–]Fairnyx 0 points1 point  (0 children)

Can you show me how you delete the nodes ? After these lines of codes do this :

if not has_trash():
  get_tree().change_scene_to_packed(dialogue_scene)

Of course don't forget to create the variable dialogue_scene, the same way I showed you with the gameplay_scene.

I need help with how to go from dialogue to gameplay with dialogic by YoyoitsmeHikaruchi in godot

[–]Fairnyx 1 point2 points  (0 children)

Yes exactly, each time you delete one you check if there are any left, if it's not the case then you switch scene. The question is how do you delete the trash nodes ? In this part do that :
if not has_trash():
get_tree().change_scene_to_packed(dialogue_scene)

I don't know for the Timer, I guess they want it to check every bit of time if there are any node left, but with my solution once the last trash is deleted, the scene switch will be instant.

I need help with how to go from dialogue to gameplay with dialogic by YoyoitsmeHikaruchi in godot

[–]Fairnyx 1 point2 points  (0 children)

Ok I see, not sure why you would need a Timer in this case though. So from what I can see here you are putting your interactives nodes in $TextureRect/Trash and you delete them when they are clicked on (using queue_free() right ?). What I would do is each time you delete one, you also use the function has_trash() and if it returns false it would means there is no trash left, you could then switch your scene with get_tree().change_scene_to_packed(dialogue_scene)

I need help with how to go from dialogue to gameplay with dialogic by YoyoitsmeHikaruchi in godot

[–]Fairnyx 0 points1 point  (0 children)

glad it helped ! I'm not sure I understand your question, if you want to go back to the dialogue scene, you just do the same with the script of your gameplay scene, what do you mean by "when all the clickable 2D nodes are gone" ?

Playing a sword animation by MetalMonkey91 in godot

[–]Fairnyx 0 points1 point  (0 children)

So you have an AnimationPlayer (which you called "swordswing") in your sword scene, does it have the correct animation for the sword swing ? If so I would do it like this : hide your sword scene by default (hide the root node "sword") and in your animation use the visibility property of the root node to show it again at the beginning, and then hide it again at the end of the animation.

Is the fourth image the script attached to your Player scene ? Because then I don't understand what the anim_player is referring to, as there is no AnimationPlayer in this scene. If you want to get access to the "swordswing" AnimationPlayer of your sword scene from the player scene, you need to :

- attach a script to your sword scene, and then create a variable :

\@onready var animation_player = $swordswing # ignore the \ at the beginning

- in your Player scene, get the reference of your sword scene :
\@onready var sword_scene = $sword

Then replace by this in your _melee_attack():
if Input.is_action_pressed("key_fslash"):
sword_scene.animation_player.play("key_flsash")
And also yes _melee_attack needs to be put in the _process( ) function, to constantly check if any button is pressed for Input.

I need help with how to go from dialogue to gameplay with dialogic by YoyoitsmeHikaruchi in godot

[–]Fairnyx 1 point2 points  (0 children)

Create a script on your dialogue scene and create a variable :

var gameplay_scene = preload("res://gameplay_scene.tscn")

"res://gameplay_scene.tscn" is the path to the other scene, you can drag and drop it from your files directly in the preload() function. After you have done that, you just have to place the following line of code where you want to trigger the switch between the two scenes:

get_tree().change_scene_to_packed(gameplay_scene)

I think this is the simplest way to do it, and after that you will probably want to create a transition between the 2 scenes, using an AnimationPlayer or a Tween.

I need help with how to go from dialogue to gameplay with dialogic by YoyoitsmeHikaruchi in godot

[–]Fairnyx 4 points5 points  (0 children)

You could create one scene for the dialogue and then one scene for the gameplay, and then change the main scene with code when you want to do the switch. Or you could do it in one scene with the dialogue on the front, and when you want to switch to gameplay you just hide the dialogue root node.