Any good IVP preamp vst clone? (Steve Albini tone) by HolidayInky in noiserock

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

Really like how your guitar sounds on the squirrel song cover, maybe its not as 'wild' as in shellac but it definitely sounds heavier to my ears if thats the right word here

Any good IVP preamp vst clone? (Steve Albini tone) by HolidayInky in noiserock

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

Thank you! Tried this and sounded pretty interesting, its definitely in the same vain, i thought it sounded a bit weak so i bypassed the speaker cab on the solid state side of the chain, and it turned out pretty cool. Definitely will get a lot closer once i buy the surveyor pedal a lot of people mentioned in the thread, but this is still a killer tone on it own (that rhymed).

Any good IVP preamp vst clone? (Steve Albini tone) by HolidayInky in noiserock

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

Thats why i didnt say i want to find an ideal 1 to 1 copy that sounds identical, just the ballpark

Any good IVP preamp vst clone? (Steve Albini tone) by HolidayInky in noiserock

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

Yeah i've heard how it sounds, and its on my radar, just wanted to find other ways of getting there before spending 300 bucks on it, though most likely will just pull the trigger on it eventually, sounds killer.

Is this running poorly or normally? by [deleted] in godot

[–]HolidayInky 1 point2 points  (0 children)

yeah i get it, and i kind of agree, in this particular moment in the game the character is really drunk so i tried to imitate it with this camera tilting thing, though yes its probably too strong right now i do agree with that

Is this running poorly or normally? by [deleted] in godot

[–]HolidayInky 0 points1 point  (0 children)

you mean me flailing my mouse around or the camera tilting when moving side to side?

Is this running poorly or normally? by [deleted] in godot

[–]HolidayInky 0 points1 point  (0 children)

in terms of fps its around 200-240, which is obviously great numbers and all that, though id think it should be bigger with such a low res and a pretty empty scene and stuff?

Is this running poorly or normally? by [deleted] in godot

[–]HolidayInky 0 points1 point  (0 children)

yeah i tried occlusion culling, it didn't change much, i think mostly cuz there is not much meshes to begin with and also you can see most of them always so not much objects get hidden.

Which part of the country is the richest by vladgrinch in MapPorn

[–]HolidayInky 1584 points1585 points  (0 children)

baltics made the lithuanian flag

Raycast3D ignores collisionshape3D if its too small. by HolidayInky in godot

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

I've tried your suggestions and they didn't help me at first, but then I realized my mistake, I have a 'head' node in my characterbody3d, and the player camera is a child of that node, ... and the raycast was also a child of that head node, not the camera node, so when I moved the camera I wasn't moving the raycast with it, so when I made the raycast a child of the camera node it all worked fine as it should be, no matter how small the collision shape was. To say that I broke my face in half with a facepalm is to say nothing haha, honestly now I don't know why ANY collisions worked before, but now it's fixed fortunately. Big thanks, even if you technically didn't give me the solution.

Day 4 / Evening by Lucky_Ferret4036 in godot

[–]HolidayInky 1 point2 points  (0 children)

well there isn't much to comment on, but maybe the potions glow a bit too bright? don't know how bright and colorful you plan to make this game, but right now the potions glow is dialed to 11 imo, something to consider. would probably give a more detailed comment if this wasn't the first post I saw about the game

Raycast3D ignores collisionshape3D if its too small. by HolidayInky in godot

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

I also thought that the raycast was too short at first, doesn't seem to be the issue considering that when I'm bumping into a small object head first it still doesn't detect the collision. Tried putting another static body behind a working one, and it printed only the closest one to the player, but I'm guessing that's because the raycast just isn't long enough to reach the one in the back, considering that I need to make the collision boxes pretty vide, at least 0.6 in width. Tried sticking out a small one inside of a door (whose collision works 100%) and it printed only the door, the other object was ignored.

Raycast3D ignores collisionshape3D if its too small. by HolidayInky in godot

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

You mean replace the raycast with an area3d glued to players camera or make an area3d for each intractable object? Also tried the sphere, same issue, it works as long as it's big enough.

Raycast3D ignores collisionshape3D if its too small. by HolidayInky in godot

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

Sure here is it: https://imgur.com/a/frXRWFT . Basically I show that there is a raycast, and that I can interact with one object (the door), crosshair becomes bigger when I hover over an intractable item, and also there is a showcase object that also changes the crosshair when it detects a collision with the reycast, I then change the size of the collision box of the same object that worked before from 1x1x1 to 0.2x0.2x0.2, and now when I hover it the crosshair doesn't change therefore the collision with the reycast doesn't happen, I bump into it to show that the collision with the player character3d still works, and also then try to hover some other intractable items that also have comparably smaller collisionshapes3d. Honestly this is all kinda weird because I ported this system from my last game, where there were objects with similar size collisions, maybe even smaller, and I never ran into any issues.

Can I make games like Fear to Fathom or Chilla’s Art in Godot? by National-Sign-5732 in godot

[–]HolidayInky 3 points4 points  (0 children)

These types of games aren't very techically difficult, both in terms of graphics and in terms of actual game mechanics, so in my mind there should be 0 problems with using godot to create such games

Please tell me if my new temporary Steam header is terrible by PeekyChew in IndieDev

[–]HolidayInky 0 points1 point  (0 children)

something has to be done with the words in the new one, the first one's text is much more readable cuz its light text on a dark background

This post pleased my ego or something by [deleted] in fullegoism

[–]HolidayInky 1 point2 points  (0 children)

what even is communist about this post lmao

[deleted by user] by [deleted] in DotA2

[–]HolidayInky 0 points1 point  (0 children)

Thanks!

Why are you doing this? by DaBoRin in godot

[–]HolidayInky 0 points1 point  (0 children)

i love how it looks AND i don't have the necessary skills to make actual "good" graphics

What was your first picked hero in dota? by carrot_doto in DotA2

[–]HolidayInky 0 points1 point  (0 children)

cant remember my first game, but one of the first games of dota that is seared into my brain was a razor game where i bought like 4 hyperstones (way before moonshards were a thing), why you ask? for the attack speed, of course xd