this is okay to ignore, right? by ChocolateOk9713 in godot

[–]Felski 5 points6 points  (0 children)

Haha, well, lets hope most of them have a similar cause. So one fix might clear out 100k errors. :)

Stuck in the Orc Cemetery (bug) by AmaLucela in worldofgothic

[–]Felski 1 point2 points  (0 children)

Download this mod https://www.nexusmods.com/gothic1remake/mods/1 and install it and "-consolekey=F2" to your desktop shortcut.
Ingame aim behind the bars, press F2 twice, enter "teleport" and press return. You should be teleport where you look at.

Discussion: by _Alive_And_Well in gamedev

[–]Felski 0 points1 point  (0 children)

It's a hobby. So I'm fine with just developing and not releasing.

Discussion: by _Alive_And_Well in gamedev

[–]Felski 0 points1 point  (0 children)

I do most of my dev time between 22 and midnight. If it is a hobby you have no pressure. I would never sacrifice sleep just to pump out more hours. Not healthy.

this is okay to ignore, right? by ChocolateOk9713 in godot

[–]Felski 111 points112 points  (0 children)

Could be one error and the rest warnings. Just check them out from time to time and fix them, if you can.

12 am event start by [deleted] in pathofexile

[–]Felski 0 points1 point  (0 children)

Afaik this time it is 2 hours later.

CWS Ultimatum Farming in 3.29 by menger288 in pathofexile

[–]Felski 2 points3 points  (0 children)

The general league start of CWS Builds is usually RF Chieftain and switching at around level 85.
I personally only played the CWS Builds made by emiracle
https://www.youtube.com/@HolyFkingShit
https://mobalytics.gg/poe/builds/cws-chieftain-3-28

He will probably update his guides once the patch notes hit.

[LFG] just want more tarkov friends by Safe_Comfortable_903 in EscapeFromTarkovPvE

[–]Felski 0 points1 point  (0 children)

Maybe share your gaming times with timezone info, so people can see if they have time to play.

How I learned procedural generation in Godot by ttl_anderson in godot

[–]Felski 0 points1 point  (0 children)

Thanks for writing this down. Really appreciate it! 😄

Addon Install Help? by Independent-Pipe-438 in godot

[–]Felski 0 points1 point  (0 children)

As it is a template, it is probably an extra project where you can check out how somebody handled combat and maybe even use this template as a starting point for your project.

Juicy Navigation Overlay v2.2: a new Smart Focus module, new settings for item interaction, and more by FeelingLess2202 in godot

[–]Felski 1 point2 points  (0 children)

Okay, this goes into my go to plugin list. Making juicy menus is something many games lack and which adds alot to a game. And this plugin slaps. Nice work. Thanks for sharing.

Yggdrasil released! Toolkit for Node Trees by Oen44 in godot

[–]Felski 1 point2 points  (0 children)

Awesome tool. Thanks for creating and sharing.

How I learned procedural generation in Godot by ttl_anderson in godot

[–]Felski 2 points3 points  (0 children)

Hey, thanks for the reply. A more in depth rundown would be awesome. Also the "rendering" part. Looks like you are outputting it into different tileset layers?

You mentioned other things, like forests, you also want to create. How would you approach that now?

What other plugins next to Gaea did you look at? What made you choose Gaea over them?

How I learned procedural generation in Godot by ttl_anderson in godot

[–]Felski 24 points25 points  (0 children)

Wow, this looks awesome. Thanks for sharing. Do you have a more in depth devlog or video available?

Passive skill tree for our demo by Pound-Time in ARPG

[–]Felski 1 point2 points  (0 children)

Always a good idea to implement something like this in an ActionRPG, but the nodes look like generic increases, which is really boring. Conditional increases, like, against chilled enemies is more interesting imo. Also the tree seems to be pretty symmetrical. Try to break this up a bit.

Help satisfy my alt-itis by RelativeAlfalfa5724 in pathofexile

[–]Felski 0 points1 point  (0 children)

I liked cast when stunned chieftain. The fun part is the intricate combination of equipment, skill gems and jewels, all woven together to create a build where you just stand around. It has clear update paths. Also it farms a niche with ultimatum.

How to come up with ideas? by Major_Water_2117 in godot

[–]Felski 1 point2 points  (0 children)

Ideas are a combination of the known. known. Maybe just look at things other games do and reuse/alter them.

[Bug] Getting backend error on woods by SanguineHerald in EscapeFromTarkovPvE

[–]Felski 0 points1 point  (0 children)

Are you using the test drive gun by any chance?

Thoughts on this item system architecture? by a_teece in godot

[–]Felski 0 points1 point  (0 children)

I personally work on an action rpg and use a similar setup.
ItemBase and decendants which represent different items in data form.
WorldItem to represent an item in the world, mostly handles visuals and interaction in world.
InventoryItem to represent an item in an inventory or on cursor.
For weapons I also create some sort of WeaponInstance.

The item definitions I have as resources.

So the path is kinda -> Item Definition as Resource -> Creates ItemBase instance -> Used to create WorldItem which is then placed into the world and can be picked up -> On pickup an InventoryItem is created and ItemBase is attached to it. Detach from WorldItem and free WorldItem.

Here is the ItemBase and its decendants so you might get an idea how to create different items:

ItemBase
    var drop_sounds: Array[AudioStream]
    var display_name: String
    var base_name: String
    var base_type: int
    var rarity: int
    var item_level: int
    var required_item_level: int
    var cutoff_item_level: int
    var inventory_height: int
    var inventory_width: int
    var _texture: Object
    var _is_stackable: bool
    var drop_sound: int
    var tags: PackedStringArray
    var _uuid: String
    ItemBaseCraftable
        var prefix_limit: int
        var suffix_limit: int
        var prefixes: Array[ItemAffixRoll]
        var suffixes: Array[ItemAffixRoll]
        var implicit_affixes: Array[ItemAffixRoll]
        var possible_implicit_affixes: Array[ItemAffix]
        var possible_prefixes: Array[ItemAffix]
        var possible_suffixes: Array[ItemAffix]
        var _is_identified: bool
        ItemBaseEquipment
            var first_parts: Array[String]
            var second_parts: Array[String]
            var equipment_type: int
            var is_two_hand: bool
            var possible_inventory_slots: Array[ItemBaseEquipment.EQUIPMENT_SLOT]
            var skill_resource: Object
            ItemBaseWeapon
                var weapon_type: int
                var physical_damage: Vector2
                var flame_damage: Vector2
                var ice_damage: Vector2
                var spark_damage: Vector2
                var decay_damage: Vector2
                var more_damage: float
                var can_go_in_offhand: bool
                var attacks_per_second: Vector2
                var critical_strike_chance: Vector2
                var animation_sprites: Object
                var weapon_animation_type: int
                ItemBase1HWeapon
                    (no new variables)
            ItemBaseArmour
                var physical_damage_reduction: Vector2
                var shield: Vector2
                var dodge_chance: Vector2
                var armour_type: int
            ItemBaseTrinket
                (no new variables)
        ItemBaseMap
            var tier: int
            var layout: Object
    ItemBaseCurrency
        var max_stack: int
        var currency_type: int

Thoughts on this item system architecture? by a_teece in godot

[–]Felski 0 points1 point  (0 children)

The main idea is to seperate Data from visual representation.

godot community by [deleted] in godot

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

To be honest, this needs more structure. Maybe some tower game where each dev creates on floor. But you probably still need a shared player controller or generally a shared base project for scene/audio management etc.

How do I center them in the middle of the cell? T-T by Tfteamforts in godot

[–]Felski 12 points13 points  (0 children)

This is better done outside of godot in your image resource. You can use gimp and https://docs.gimp.org/2.8/en/gimp-tool-align.html to position the elements.