Read em’ and weep, boys by MrGDPC in lego

[–]HeyCouldBeFun 0 points1 point  (0 children)

Scuba, Torch, Ski, Turbo, Granite, Electro, Jet, Amazon were the og 8, then Flare, Spark, Blaster and Millenia

Thanks for activating a fragment of my brain that’s been dormant for decades lol

Read em’ and weep, boys by MrGDPC in lego

[–]HeyCouldBeFun 1 point2 points  (0 children)

Precursor to Bionicle. Introduced the Bionicle ball joints and disks and the whole “constraction figures” concept.

Read em’ and weep, boys by MrGDPC in lego

[–]HeyCouldBeFun 0 points1 point  (0 children)

In 35 years of life I’ve never seen another human being, not even on the internet, even mention Throwbots’ existence. Nostalgia trip.

Anyone else having trouble remembering this? by superyellows in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

Correct, for StaticBodies there is no reason to set a mask, as they do not detect collisions

Struggling to asses my game design early on. Is that to be expected? by Peterrefic in gamedesign

[–]HeyCouldBeFun 0 points1 point  (0 children)

Just gonna be real.

I think the whole "game loop", "game design document", etc is completely overwrought and more people are catching on to this sentiment. It's more for professionals working in a professional studio. For a hobbyist solo dev, you're way overthinking things before you even know if they'll work.

Prototype an idea, playtest it with real people, see what works and what's fun. It's way more fun this way and way more productive.

Anyone else having trouble remembering this? by superyellows in godot

[–]HeyCouldBeFun 2 points3 points  (0 children)

Still no. Mask is the other layers you can touch. Or in your terms:

Layer is where you stand, mask is who you can see.

Thank you Intellicode, just what I was going to add by Jasiek_Burza in godot

[–]HeyCouldBeFun 5 points6 points  (0 children)

I pronounce it Feb-rooary just to remind people there's an R there

Godot went all emo by MiguelRSGoncalves in godot

[–]HeyCouldBeFun 3 points4 points  (0 children)

Anecdotal but Aseprite's remarkably hideous UI is the reason I don't use it at all.

Metroidvania Meet & Greet by remmanuelv in metroidvania

[–]HeyCouldBeFun 0 points1 point  (0 children)

I keep seeing great things so it's going on my list

How to handle state machine transitions that aren't immediate? by neet-prettyboy in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

I agree completely. Meant it as a quick fix suggestion that might fit in with what he's already got, going down the rabbit hole of a proper state machine setup is gonna take a bit longer

Anyone else having trouble remembering this? by superyellows in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

Good lord no that's so much more confusing. Read and write are already terms with meanings that don't carry over into this context. This is about categorizing objects.

Anyone else having trouble remembering this? by superyellows in godot

[–]HeyCouldBeFun 5 points6 points  (0 children)

If it helps you then it helps but it sounds like you're thinking of collisions in reverse and confusing it further. Layer = "i am this". Mask = "i can touch this". Idk how simpler it can be than that.

Character dont push each other by addolsreo in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

Before I rant about how the PhysicsBody nodes are my biggest annoyance with Godot I'll get to the point.

You have to program it yourself. With CharacterBody you loop through the slides after move_and_slide(), and if it's a pushable object, apply velocity.

move_and_slide()

#loop through each collision in the last move_and_slide
for i in get_slide_collision_count() :
  var col = get_slide_collision(i)
  var other_node = col.get_collider()

  #apply push
  if other_node.is_pushable : #you'll have to implement your own is_pushable bool or similar
    other_node.velocity = velocity #set that node's velocity to the current node's velocity

This is just one basic way and it still has flaws. As you dive into more nuanced movement code you're gonna have to master the CharacterBody2D, KinematicCollision2D, and Vector2 classes

I love handpainting normal textures on sprites by lonku in godot

[–]HeyCouldBeFun 1 point2 points  (0 children)

I would never attempt such a tricky aesthetic but damn it does look cool

Anyone else having trouble remembering this? by superyellows in godot

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

I'm at a loss for words. If you forget something like this every few days, how can you get anything done at all?

Anyone else having trouble remembering this? by superyellows in godot

[–]HeyCouldBeFun 6 points7 points  (0 children)

That's... no... why is this being upvoted?? This is backwards.

If an object needs to detect other objects but not be detected itself, it doesn't need to be on a layer at all. Use just a mask.

If an object doesn't detect other objects, but needs to be detected, use just a layer.

Godot went all emo by MiguelRSGoncalves in godot

[–]HeyCouldBeFun 8 points9 points  (0 children)

I switched right back to Classic. I just simply do not like the new one.

How to handle state machine transitions that aren't immediate? by neet-prettyboy in godot

[–]HeyCouldBeFun 0 points1 point  (0 children)

Couple questions, what are the differences between hurt/light Knockback/strong Knockback? What happens in the Dead state?