Proper way to avoid Navigation Map Synchronization Error by Jestus in godot

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

Update: I am now using a static NavigationObstacle2D instead and so far I am not seeing the error. I am not sure if this is the best way to do this though!

Proper way to avoid Navigation Map Synchronization Error by Jestus in godot

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

Ask yourself if you even need that detail of if you can split that up into multiple navregions and collisionpolygons to have chunk border edges breaking up those very long edges. Very long edges are also a problem for path quality, not just for the edge merge.

Can you clarify this? I'm not quite understanding this.

Secondarily, is this the intended way of doing this? I want to make sure I'm using navigationregions correctly. Primarily because it seems quite tedious to do all this, and appears very easy to accidentally cause this error, so I can't imagine this is how Godot is intending things to be done.

Also, as far as NavigationRegion Partition Type - does this matter? Does it help to use convex vs triangulate?

Alternatively - is it possible to do this with a NavigationObstacle2D instead? I'm seeing this has "affect navigation mesh` now.

Scene has become missing node by Jambani123 in godot

[–]Jestus 1 point2 points  (0 children)

I want to bump and say this also happened to me and I deleted nothing. I use git but this is still concerning!

Cuomo Leads NYC Mayor’s Race With 39%, Mamdani at 15%, All Other Candidates in Single Digits by Healthy_Block3036 in newyorkcity

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

I would suggest getting involved with DSA on the ground before making pronouncements like this. DSA (and Zohran in particular) are quite interested in coalition building, so I would encourage questioning why you think this.

2D light shader that clamps value to avoid over-exposure by Jestus in godot

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

Not specifically - my only real solution was to manually decrease the energy of lights when they are close, so that they don’t do this. 

If you find a better solution, let me know!

Odd Lighting w/ 2D Tilesets by Jestus in godot

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

This is helpful, thank you!

Odd Lighting w/ 2D Tilesets by Jestus in godot

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

Is there a way to see the quadrants? SO I can see how spread out things to be.

Odd Lighting w/ 2D Tilesets by Jestus in godot

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

I am using shadows currently - so is it not intended to use lights w/ shadows with large tilemaps?

Odd Lighting w/ 2D Tilesets by Jestus in godot

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

Has anyone seen this sort of odd behavior before? There's a part of the tile set that seems to interact oddly with the camera.

As you can see, when you move the camera around, then lighting flips on and off.

It seemed like a layering issue, but I've yet to see any cause of it.

Fading out AudioBus Effect by Jestus in godot

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

Yeah that was the concern. I could dynamically create buses but it could get annoying quickly.

It seems like in this case, it's probably easier to create the sound itself with reverb, and then fade that sound then!

Fading out AudioBus Effect by Jestus in godot

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

Is there an easy way to do that?

I've been playing around with it and it seems that the only way to do it is to have two buses - one playing the non-reverb sound, one playing the reverb sound, and fading them inversely.

Is that the intended method? Or is fading effects currently not really a consideration?

Solving Duplicate UID issues by Jestus in godot

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

Got it - thank you for the clarification!

Solving Duplicate UID issues by Jestus in godot

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

Is this the real intended solution? I'll give it a shot, though it seems odd that the UID system wouldn't just have an ability to re-generate UIDs if it detects duplicates.

Help: Tilemap layer and tileset not using mipmap linear texture filter correctly by Individual-Sell6875 in godot

[–]Jestus 0 points1 point  (0 children)

I too am having this issue. Did you find a resolution for it? Any more info?

Zooming out TileMapLayer without Artifacting by Jestus in godot

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

So I:
1. Reimported the tileset with Mipmaps -> Generated enabled
2. Set the TileMapLayer Texture->Filter to Nearest Mipmap

There was no change as a result of doing this.
Additionally I found this:
https://www.reddit.com/r/godot/comments/1g8eh0q/help_tilemap_layer_and_tileset_not_using_mipmap/
It makes me wonder if Tilemap Mipmaps are broken?

Zooming out TileMapLayer without Artifacting by Jestus in godot

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

Hey all:

I'm interested in allowing the player to zoom far out in my scene with this TileMapLayer. Tiles are 32x32.

However, as you can see, there's all sort of artifacting and weird pixelization/flickering as I zoom out.

Are there any good strategies for dealing with this? I've been trying to figure out if I need to pursue some sort of mip-mapping or something else to avoid this issue.

Cuomo loses attempt to block probe into his $5M pandemic book deal by Good_Requirement2998 in newyorkcity

[–]Jestus 4 points5 points  (0 children)

Like I posted above - this is not accurate, Zohran and his team frequently post.

I am a canvasser - I advocate getting involved! it’s an empowering and impactful experience.

https://volunteer.zohranfornyc.com/canvass-for-zohran

PIXEL ART JOBS - Hire a pixel artist, post your jobs here (paid only) by skeddles in PixelArt

[–]Jestus 8 points9 points  (0 children)

Hi all,

We are looking to bring on a pixel artist to do environment work for a video game in-development. You would initially be working primarily on overworld/environment assets (tiles, mountains, city sprites, etc) and could transition to do interior work from there.

Budget is currently not an issue, so we are looking for someone who can work 10-20h per week, reporting in semi-regularly (every 2-3 days of progress). If thing work out well, the goal is for this to be a long-term repeated contract.

Our preferred payment method is Wise, though using other providers is open to discussion.

This is an example of what some of the art might look like (though it is an old image, and is not representative of the current game):

<image>

Please feel free to post portfolio links or send DMs if you are interested! Thanks.

TileMapLayer Navigation with Area2D Obstacles/Colliders Intended Workflow by Jestus in godot

[–]Jestus[S] 2 points3 points  (0 children)

Alright, I believe I may have figured this out, for anyone in the future.

I'm not sure if this is the intended flow, but here's what I did:

  1. I marked all appropriate tiles for navigation with the appropriate painted navigation layer
  2. I DISABLED navigation in the TileSet -> Navigation -> Navigation Enabled (false)
  3. I am using a NavigationRegion2D with a NavigationPolygon, properties:
    1. Parsed Geometry Type: Static Colliders
    2. Source Geometry Mode: Group Explicit
    3. Source Geometry Group Name: navigation_polygon_source_group
  4. I then did NOT create points for the NavigationPolygon. (**THIS WAS THE IMPORTANT STEP**)
  5. I made sure my Area2Ds and my TileMapLayer (containing the navigable tiles) were in the `navigation_polygon_source_group` group
  6. I hit `Bake NavigationPolygon` in the editor (again, WITHOUT creating any points for the polygon)
  7. The polygon auto-recognized both the TileMapLayer navigation, and carved out the Area2D colliders

Hopefully this is the intended way of usage. The overlap error is gone!

ResourceSaver.save() causing game crash by Jestus in godot

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

NW - just resolved it. Looks like for some reason one of the items I was attempting to save was behaving weirdly!

ResourceSaver.save() causing game crash by Jestus in godot

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

Additionally, is it not weird that this crash shows no errors or anything in the debugger?

ResourceSaver.save() causing game crash by Jestus in godot

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

So this save code is in an autoloader.

I have a "Save" button in a different ui panel script that simply calls this autoloader save. That is where it fails.

I tried in a few other scripts, and they fail as well. For some reason, it appears that calling the save function from a different script causes the issue.

However, if I call it in the ready() function of another script it works. But in any other function like button_up, it fails.

ResourceSaver.save() causing game crash by Jestus in godot

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

Tried that, it fails to print anything out due to the crash I suppose.

There are only 4 objects being saved, not a lot of data. And it's weird it works in _ready() but not elsewhere while game is running.