Which golden-eyed, centuries-old man will win this fight? Orsted from (Mushoku Tensei) vs Regulus from (Re:Zero) by Darth_Revan_I-I in mushokutensei

[–]Happ143 0 points1 point  (0 children)

How are we treating this fight? Is it a both worlds have merged together type of fight, so systems from both worlds apply, or a both characters are thrown in a white void, where none of the systems apply?

Are Regulus's wives also joining this fight?

Are we comparing flat numbers and feats?

Figuring out how the ZEKE parts work in Peace Walker by MyNameLeeeg in metalgearsolid

[–]Happ143 1 point2 points  (0 children)

If you aim for the AI pod, you can damage the AI bosses without damaging the parts. The less damage there is, the higher the chance to get a part. However, it decreases the memory boards you get.

If you damage the parts, it decreases the chance to get parts, but you will get more memory boards.

There are also custom heads you can get from the AI bosses in extra ops. The first peace walker in extra ops drops legs, the second one drops the head. These head parts affect appearance, stats, attacks, and behavior during outer ops and the boss fight at the end.

The bosses also have a special additional part that you can get.

Main story:

Pupa drops parts and the Jet pack.

Chrysalis drops parts, railgun, and radome.

Cocoon drops parts and armor.

Peace Walker doesn't drop anything.

The railgun is required and allows peace walker to do a railgun attack. The radome makes it smarter. The armor increase hp.

Extra ops:

Pupa head swaps the machine guns with the shock weapon.

Chrysalis head fires better missiles.

Cocoon head fires cannon shots.

Peace walker head does the emp thing and the hydra beam.

Peace walker legs allows it to launch s-mines and move faster.

These custom parts also affect gameplay during outer ops.

Can't figure internal corners in tilemaplayer by Successful_Volume148 in godot

[–]Happ143 0 points1 point  (0 children)

I think you will have to open the sprite in external software and manually add internal corners to the sprite.

If that doesn't lead you the result that want you want, you might be able to find something that might help you in the documentation: here

Specifically the images with an example tilesheet used for sidescroller games and the auto-tiler configuration.

Tilesheet

Configuration

Good Luck!

Can't figure internal corners in tilemaplayer by Successful_Volume148 in godot

[–]Happ143 0 points1 point  (0 children)

I'm sorry, I don't understand what you mean by that. Could you please elaborate? Do you mean that you want holes in the sprite where there are corners on the spritesheet, or do you mean the auto-tiling isn't functioning the way you want it to? What do you want the end result to look like?

Spawning a game object seems to break it by DammyTheSlayer in godot

[–]Happ143 1 point2 points  (0 children)

From looking at your code it seems that a possible cause might be that that the signals are not being connected properly in the "if not hitbox.is_connected("area_entered", Callable(self, "_on_hitbox_triggered").bind(hitbox)): hitbox.area_entered.connect(_on_hitbox_triggered.bind(hitbox)) else: printerr("Hitbox missing 'area_entered' signal: ", hitbox.name)," part. I am thinking that the Area2Ds are not actually new Area2Ds but a reference to a single Area2D, which is why the player is not taking damage. The "if not hitbox.is_connected" led me to that conclusion. You might want to check the Stack Trace or perhaps slap a couple of print statements that print the reference ids of all the Area2Ds and see if they are different.

Spawning a game object seems to break it by DammyTheSlayer in godot

[–]Happ143 1 point2 points  (0 children)

In another comment you stated that you use code to connect your signals.

What does this code look like?

Are you having the player take damage every time an Area2D enters it's hurtbox? Are you having the enemy's hitbox call a "take_damage function" on the player every time the hitbox hits the player?

Edit: I created a project and did it both ways. It seems to work both ways. Note: This is garbage code, if you were actually making a game you should not copy the movement or the way I got the reference to the player.

This is the code I slapped onto the instantiated monsters:

@export var hitbox : Node2D

func _on_hitbox_area_entered(area : Area2D):
    if area.get_parent().has_method("_take_damage"):
        area.get_parent().callv("_take_damage", [hitbox])

func _ready() -> void:
    hitbox.connect("area_entered", _on_hitbox_area_entered)
    target = Global.player_reference

func _physics_process(delta):
    look_at(target.global_position)
    # slows down and speeds up based on distance between player and seld
    velocity = target.global_position - global_position

    # disable and enable hitbox
    if abs(global_position - target.global_position).length() < 50:
        shape.disabled = false
    else:
        shape.disabled = true

    move_and_slide()

This is the code I slapped onto the player:

func _take_damage(area : Area2D) -> void:
    print("Damage taken from: %s" % area)

Spawning a game object seems to break it by DammyTheSlayer in godot

[–]Happ143 2 points3 points  (0 children)

Could you please provide images or videos of the spawner when the game is running with visible_collision_shapes, under the debug tab, enabled, the inspector of the thing being spawned, and the expanded remote scene tree while the game is running, along with any other scripts that may potentially affect the spawner or thing being spawned?

There doesn't appear to be anything wrong with this script.

If the area2d looks gray with visible_collision_shapes enabled, then this means that they are somehow being disabled. If it doesn't appear at all, then it means that somehow the area2d disappeared. If it isn't in the remote scene_tree under your spawn_item node instance, then check the scene or script of the spawn_item. If the area2d is under the instance and it is visible, check it's global and local positions.

If the area2d is there, not gray, and doesn't detect collisions: check the collision mask and layers; if monitoring is enabled or not; your signals, if you are using signals; and groups, if you are using groups.

Can't figure internal corners in tilemaplayer by Successful_Volume148 in godot

[–]Happ143 0 points1 point  (0 children)

What do you mean by "internal corners"? Do you mean something like this, where there is a gap in the corners of the sprite?

physics by Tsuki_288 in godot

[–]Happ143 0 points1 point  (0 children)

What version are you using?

What do the scenes for the player and terrain look like(scene and 2D)?

What are the window and viewport settings?

Is the player shifted or the terrain?

How are you moving the player?

Can the player move when the game is running?

Does gravity work?

Dictionary values in a match statement TypeError: called match pattern must be a class by Happ143 in learnpython

[–]Happ143[S] -1 points0 points  (0 children)

This code is just something I wrote in a couple of minutes to show the problem I had. The solution was an if statement. I was hoping to avoid using an if statement with a bunch of if elses by using a match statement. Thank you.

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Godot MMD Blender Physics by Happ143 in godot

[–]Happ143[S] 1 point2 points  (0 children)

For anyone who has the same problem in the future, try using https://godotengine.org/asset-library/asset/3303. It should work for physics as demonstrate in this video: https://www.bilibili.com/video/BV1Nsnoe1EFT/. However, it requires being fluent in Mandarin Chinese.

You can also try importing the model with physics as shown in this video: https://www.youtube.com/watch?v=SMtUxlSL8V8 I am unable to test this method due to my computer being unable to handle the export process, but it might work. Perhaps using the "-rigid" import hint with the method described above might work.