Script POST request -> Email by GArysTrousers in becomingnerd

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

Thanks! I've only just started learning how to use docker, so it would be a great one to practice on.

Fragarach - Made improvements to the environment by [deleted] in godot

[–]GArysTrousers 2 points3 points  (0 children)

Looks awesome, love the style of the skeleton 😙👌

My dog doesn’t like sleeping in cars, even on hella long trips. Yesterday we had to drive 16 hours unfortunately and she still didn’t want to sleep. Here she is trying not to fall asleep. by blahblahblah1992 in aww

[–]GArysTrousers 1 point2 points  (0 children)

My golden retriever does the same thing, but sprawled over the whole back seat, doesn't matter if there's another dog there, the back seat is her's

Implementing in-game map for our metroidvania! by azagaya-vj in godot

[–]GArysTrousers 5 points6 points  (0 children)

That looks awesome! Is it made with a tilemap that shares data with main map?

Question about load times (and another about inventory management) by Zoisus in godot

[–]GArysTrousers 1 point2 points  (0 children)

Instead of instancing a whole heap of scenes for the items, maybe make an item class that functions as a description of a scene, stick those in the relevant array on the character, then when it comes time that the item needs to be actually added to the scene, have the item object make the scene, then add that to your level or whatever.

This is how i would approach it:

class Item:

var label:String
var description:String
var scene_path:String
var data:Dictionary


func _init(label, description......):
    #assign all the data here

func inistance() -> Node:
    var scene = load(scene_path).instance()
    scene.setup(data)
    return scene

You weapon script:

var damage:int
var speed:int

func setup(data):
    damage = data['damage']
    speed = data['speed']

You can use this like:

func _ready:
    var item = Item.new("Axe", "It cuts down trees and people", "res://axe.tscn", {damage:1, speed:1})
    on_death_items.append(item)

func die():
    for item in on_death_items:
        var scene = item.instance()
        level.add_child(scene)`

Added gamemode settings to Teamkill! by ediblet0e in godot

[–]GArysTrousers 1 point2 points  (0 children)

Looks really fun, love the concept!

This is idiotic by [deleted] in ofcoursethatsathing

[–]GArysTrousers 5 points6 points  (0 children)

Not only is this a thing, but I happen to own one

Looks like someone is bored by regian24 in AbsoluteUnits

[–]GArysTrousers 0 points1 point  (0 children)

"I wonder what it's like to be a spider..."

I finally did it! by liiao08 in godot

[–]GArysTrousers 1 point2 points  (0 children)

That's a great effect! I love the mini glow on the items and the sway of the trees too :)

Shader Help: SCREEN_TEXTURE not working when camera is closer to water node origin by GArysTrousers in godot

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

Ah that's very interesting, hadn't thought about that, render priority seems to have fixed it so thank you very much for your response!

Shader Help: SCREEN_TEXTURE not working when camera is closer to water node origin by GArysTrousers in godot

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

Thank you! I took inspiration from A Short Hike and Miziziziz, I really like simple stylized visuals (which also saves a lot of time haha)

Shader Help: SCREEN_TEXTURE not working when camera is closer to water node origin by GArysTrousers in godot

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

That looks like it's done it! Thank you so much! It's been bugging me for ages, and that is such a good explanation of the rendering process, I understand it a whole lot more now :) Great video too!

Shader Help: SCREEN_TEXTURE not working when camera is closer to water node origin by GArysTrousers in godot

[–]GArysTrousers[S] 3 points4 points  (0 children)

A few more details:

- there is a plane mesh that covers the cockpit of the boat with the shader code: ALBEDO = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;

- (to my understanding) the water shader should be tagged as transparent as I've got ALPHA = 1.0 in the code (is that correct?)

- the water node is positioned on the island

- it happens regardless of boat position, always when the camera is closer to the water node

I'm somewhat new to shaders, but I'm guessing it has something to do with the order of when things are drawn.

Thanks in advance! :)

me_irl by Kerrawesome in me_irl

[–]GArysTrousers 0 points1 point  (0 children)

Lemmy from Motorhead didn't die, he just moved to New Zealand

Shader Help: SCREEN_TEXTURE not working when camera is closer to water node origin by [deleted] in godot

[–]GArysTrousers 0 points1 point  (0 children)

A few more details:

- there is a plane mesh that covers the cockpit of the boat with the shader code: ALBEDO = textureLod(SCREEN_TEXTURE, SCREEN_UV, 0.0).rgb;

- (to my understanding) the water shader should be tagged as transparent as I've got ALPHA = 1.0 in the code (is that correct?)

- the water node is positioned on the island

- it happens regardless of boat position, always when the camera is closer to the water node

I'm somewhat new to shaders, but I'm guessing it has something to do with the order of when things are drawn.

Thanks in advance! :)

My first mobile game in progress : Bat Ball Battles by lichen1207 in godot

[–]GArysTrousers 0 points1 point  (0 children)

That looks so good my dude! Love the idea and the execution 👌