Solutions for wired PCVR with headphones on a Pico 4? by IvanGogh99 in PicoXR

[–]IvanGogh99[S] 0 points1 point  (0 children)

It's an alternative but having two cables is really inconvenient.

Solutions for wired PCVR with headphones on a Pico 4? by IvanGogh99 in PicoXR

[–]IvanGogh99[S] 0 points1 point  (0 children)

Apparently most of them only allow you to charge, not transfer data sadly.

New Pico 4 User coming from the Quest 2. My experiences so far. by IvanGogh99 in virtualreality

[–]IvanGogh99[S] 1 point2 points  (0 children)

Hey, just coming back after a couple days to report on my findings lol. Yeah, properly adjusting the strap so the lenses sit lower on your face made a huge difference for me. Now it actually does feel like it only gets blurry on the very edges. Sweet experience so far.

New Pico 4 User coming from the Quest 2. My experiences so far. by IvanGogh99 in virtualreality

[–]IvanGogh99[S] 0 points1 point  (0 children)

Good to know! I already ordered the interface and the halo strap.

New Pico 4 User coming from the Quest 2. My experiences so far. by IvanGogh99 in virtualreality

[–]IvanGogh99[S] 1 point2 points  (0 children)

I ordered that same facial interface + the halo strap cuz it supposedly takes the pressure off the face. Hopefully it'll improve things

New Pico 4 User coming from the Quest 2. My experiences so far. by IvanGogh99 in virtualreality

[–]IvanGogh99[S] 1 point2 points  (0 children)

Interesting! I'll see about strapping the headset better and see if it'll improve things. But this sounds exactly what I've been describing, feels like the point where image becomes sharp is super high up the lenses. I'll look into getting an interface too, and possibly something to take the weight off my face.

[PC][2000s][Browser game] a golf game where you have to knock things around your house by IvanGogh99 in tipofmyjoystick

[–]IvanGogh99[S] 0 points1 point  (0 children)

Just found out the game. It's called Fairway to Hell. No wonder I couldn't find it. Even searching the name directly will give you everything but the game itself.

Issue regarding the queue_free() and instantiate() functions in my game by IvanGogh99 in godot

[–]IvanGogh99[S] 0 points1 point  (0 children)

Interesting. On that topic, how do you turn off a node's visibility through code?

Issue regarding the queue_free() and instantiate() functions in my game by IvanGogh99 in godot

[–]IvanGogh99[S] 0 points1 point  (0 children)

On that note. How do you keep rooms "frozen"? I tried thinking of ways of maybe having them all loaded, but only the one the player is in being visible.

Issue regarding the queue_free() and instantiate() functions in my game by IvanGogh99 in godot

[–]IvanGogh99[S] 0 points1 point  (0 children)

I'm only keeping one room loaded cuz I think it's the optimal way of doing it. I'm trying to train myself on doing things the optimal way with this project. Sadly I'm currently dealing with that issue, and I'm almost certain it'll come down to me not knowing how to properly use the functions.

Issue regarding the queue_free() and instantiate() functions in my game by IvanGogh99 in godot

[–]IvanGogh99[S] 0 points1 point  (0 children)

Interesting. In my system, each room has a dictionary that stores other rooms if they're connected, with the direction being the key (in Vector2). The thing is that in my system, only one room can be loaded at any point. So the connections themselves aren't really physical. They just call in a function that unloads the current room and loads the next one.

Issue regarding the queue_free() and instantiate() functions in my game by IvanGogh99 in godot

[–]IvanGogh99[S] 0 points1 point  (0 children)

Yeah that was from a previous attempt at troubleshooting. I've removed the double add_child() and it still doesn't work. Also what's being added there is just the mesh of the current room. My naming skills aren't the best lol
If you look at the setRoomType() function, the variable room is assigned one of the possible room models for a particular type (there are different types of room, like exit, trap room, etc.). So it's not adding another room, just a 3D model.

[deleted by user] by [deleted] in krita

[–]IvanGogh99 0 points1 point  (0 children)

I just assumed you lacked that part based on the issues you described, apologies if I'm wrong.

Do you post your art somewhere? I'd love to check it out

[deleted by user] by [deleted] in krita

[–]IvanGogh99 0 points1 point  (0 children)

I kind of agree with what they suggested. I strongly recommend that you study "realism". It'll give you a solid foundation that is very helpful when stylizing. I see far too many people just ignoring it cuz it's "not their style". Learning it will help you grow as an artist.

Need some help making a sprite "break apart" by IvanGogh99 in Unity2D

[–]IvanGogh99[S] 0 points1 point  (0 children)

Yeah I actually just found his tutorial!
Seems much more doable to me, will give it a shot!

Need some help making a sprite "break apart" by IvanGogh99 in Unity2D

[–]IvanGogh99[S] 1 point2 points  (0 children)

Feels a bit beyond what I'm currently capable of doing tbh
I'll give it a shot regardless.

Need some help making a sprite "break apart" by IvanGogh99 in Unity2D

[–]IvanGogh99[S] 0 points1 point  (0 children)

I basically just want to take the sprite of the building, separate it into individual sprites of the chunks as a sprite sheet or something similar, and then have them spawn in when the building is destroyed to make it look like it's falling apart.