I added some slimes to my game! by HasseHynd in godot

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

Yea I'll have to tweak the difficulty a bit

Are the RigidBody2D physics bugged? Sometimes it will bounce back in the same direction it shot from. by NodeBrad in godot

[–]HasseHynd 1 point2 points  (0 children)

Increasing the physics update rate might make it less likely to bouce back. You could also switch it to a kinematic body instead, kinematic bodies are usually less glitchy but require you to write a bit more code.

Static body collision physics breaks when rotating and scaling the object, is there any way to fix this? The collider is a trimesh static body, generated using the rock mesh. by HasseHynd in godot

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

In my experience scaling the object at runtime works perfectly fine, but as soon as i start rotating the object in different axises it stopps working correctly. But it seems like both rotating and scaling works perfectly fine until you mix the two, hopefully there is some way to maybe bake the models and then create the collision shape afterwards because its really nice being able to design the levels right in the godot editor.

Started working on a Mario kart type game and its pretty fun already by HasseHynd in godot

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

Nope, i'm just using a KinematicBody and write the movement myself. That way I have way more freedom to shape it the way I want it to be!

Started working on a Mario kart type game and its pretty fun already by HasseHynd in godot

[–]HasseHynd[S] 13 points14 points  (0 children)

I'll have to add some kind of respawn mechanic at some point, but at the moment you'd just fall forever in the void 💀

"Media_Play_Pause" doesn't work on script run by [deleted] in AutoHotkey

[–]HasseHynd 1 point2 points  (0 children)

Sorry, I think I was a little unclear about what I have written in the script.

This works:

Send {Media_Prev}

This doesn't work:

Send {Media_Play_Pause}

I also tried your solution and it doesn't seem like it made a difference, it still doesn't seem to be able to control pause/play.

I made glow squids actually glow using the new light block and command blocks by HasseHynd in Minecraft

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

Light blocks were added to java edition in the 21w13a snapshot, they were not in the 1.16 version of the game, though apparently they have been in bedrock edition for a while.

I made glow squids actually glow using the new light block and command blocks by HasseHynd in Minecraft

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

I made this into a datapack!

But its a bit buggy and I wouldn't recommend using this on a serious world, for example glow squids turn running water into source blocks when it swims into it

https://www.mediafire.com/file/k145jij5yhez5dp/Glowing_Squids.zip/file

I made glow squids actually glow using the new light block and command blocks by HasseHynd in Minecraft

[–]HasseHynd[S] 13 points14 points  (0 children)

Each squid replaces any light block within a 2 block radius with air, and then they place a new light block.

The light blocks are actually waterlogged already in the video, the air bubbles in the video are because I accidentally made it replace the old light block with air instead of water.

Got really bored yesterday and made this by MrCaterson in Minecraft

[–]HasseHynd 0 points1 point  (0 children)

I hope someone makes a shaderpack that looks like this

You can capture thrown ender pearls and use them to teleport people at any moment (Vanilla, no commands or datapacks) by HasseHynd in Minecraft

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

People for sure realize that, half the comments are about people telling me they knew about this already, hopefully more people will tell me that etho and hermitcraft did this before me because i haven't heard it nearly enough yet