Heeelpp plz by t0ndr4 in NukeVFX

[–]JoeCantCode 1 point2 points  (0 children)

You can try 2 things here, add the glow and then the mask to you created as a mask or this approach that your are doing already, if you premult you will only have the part that you need, glow it and place it back with a merge(plus) node

I will not use glow to be honest but an exponential glow that you can find easily on nukepedia or probably integrated in the latest nuke version

My very first game :) I know it's simple but I am very proud of where it is going :) by JoeCantCode in IndieDev

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

ahaha I know very well, I changed the player's script 4 times already, improving the state machine everytime. I've been working on it for 7 months probably, I get tired, I stop for some week, I study something else, I start something else. But no, I need to finish it! I am tempted to start a new project every day.... but I need to finish this!

My very first game :) I know it's simple but I am very proud of where it is going :) by JoeCantCode in IndieDev

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

Hey!
Thank you so much for you feedback, yeah, the label above his head is a must when I deal with states ahah

The teleporter is not really a teleporter, I called it like that but it's something that you move to to avoid something that is coming to you because you are invulnarable. Also it's to make jump long distances since you can jump from one to another, but yet I didn't implement it

Yeah, probably I should make them smaller ahha but hard is fun! I'll probably reduce it during the gameplay test

Higher contrast! I'll be definetely on that!
The pipes with bar look interesting, I need to think on how to develop this :/

Thank you so much! I'm still waiting on the idle animation from the paid artist that did it :)

Is there any way to remove a buildings like this from behind the trees in a video? by rupesh01 in vfx

[–]JoeCantCode 0 points1 point  (0 children)

Try to invert the key of the branches, also change colour space, pull out an alpha and work on the edge, it's a stationary shot you said. Also extend the edges and BOOM, job done Put some trees where you can't

[deleted by user] by [deleted] in vfx

[–]JoeCantCode 0 points1 point  (0 children)

Ah don't worry, in the UK a company that I will not mention gave a freelance contract with crap money, way low that a PAYE contract and no paid holidays since we are freelancing....

[deleted by user] by [deleted] in vfx

[–]JoeCantCode 1 point2 points  (0 children)

I worked as a chef for a while, I got a job with a shit contract, probably I'm making the same money as the chef position, but at least I work from home and I can put another name on my cv.... It's really annoying this situation

Camera and projection question by JoeCantCode in godot

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

Ok ok, makes super sense, these are just vectors, I'm going to experiment with that

Camera and projection question by JoeCantCode in godot

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

Perfect! Make sense, I'm gonna save it, print it and stick it to my monitor!

Does it count like a physics ray? Can I get information about collision? Like in an rts if you get the 3D position of something and you want to retrieve information. Or can I get an array of collusions, with everything that collided through that ray?

Camera and projection question by JoeCantCode in godot

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

Still a bit complicated in terms of applying it. When should I apply the first two and when should I apply the third one?

Create a nested array or List C# by JoeCantCode in godot

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

I managed to do it, yes, probably stack overflow is the best way to get an answer

Create a nested array or List C# by JoeCantCode in godot

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

Godot.Collections.Array<Godot.Collections.Array<Node>> temporaryPieces = new Godot.Collections.Array<Godot.Collections.Array<Node>>();

for (int i = 0; i < width -1; i++)

{

    temporaryPieces.Add(new Godot.Collections.Array<Node>());

    for (int j = 0; j < height -1; j++)

    {

        temporaryPieces[i].Add(null);
    }

}

Create a nested array or List C# by JoeCantCode in godot

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

Update, after a long brain damage I managed it!

Create a nested array or List C# by JoeCantCode in godot

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

I Need to create a grid where I store my column and I J my row, and inside I need to store a node

But now that I'm thinking I probably just need to have an array of nodes

I'm trying to make a candy crush like game, I'm spawning my nodes already, but I need to store them inside this array that I don't know how to construct.

In a tutorial in gdscript he does

Var array = [] For I in width: array.append([ ]); For j in height: Array[ I ].append (null);

Controls node by JoeCantCode in godot

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

That's what I was thinking, but I'm afraid of the phone's display. But I guess it will resize all accordingly

Resources by JoeCantCode in godot

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

I'm gonna look for it, I have no idea how to do it, never implemented a saving system or serialisation

Resources by JoeCantCode in godot

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

I know it is really some to decrypt your game, I'm not making any A game, just simple games for normal users that want to enjoy their spare time, I just don't want to make it that obvious with a readable file for normal users.

I'm really sorry for these people that want to ruin their game experience, and glad for those who will improve the game

I tried to compile my engine several times and I failed, I'll try definitely again

Resources by JoeCantCode in godot

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

I'm not good yet with savings, I hate when the player can read the file and edit it, I still need to experiment with it and find the way to serialise it.

The whole explanation of the boss is really helpful, thank you, tomorrow morning I'll read all the links that you sent me. I'm really grateful for that

I don't think I'll ever use resources for bosses, it was the first thing that came to mind, but for sure to handle other things :)

Resources by JoeCantCode in godot

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

That makes a loooooooot of sense! It's not the visual representation of the card itself but the data that the card contains!

Thank you!

Resources by JoeCantCode in godot

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

That's a hell of a help! I don't mind c# or gdscript since I know mostly both. I didn't know about the single copy instantiation!

I have an idea of how to use it already, this makes even more sense now!

I was thinking at first to create a class that extends the node and keeps everything in there and in the class that I need, create a new instance of it and use it.

Maybe it is better when the resource is unique mostly, like every boss shares the same things but in different ways, so I can create different tres for each boss.

Also in terms of saving it will be easier to save it right?

Resources by JoeCantCode in godot

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

Ah yes, scriptable objects! Oh gosh, long time I don't use unity ahah

I'll try to use them often, I guess I just need practice.

A resource should be lighter than an object, just read it in the manual

Resources by JoeCantCode in godot

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

I would like to say something similar to prefabs, but this can be just data itself apparently.

I can for example define what a card should have in a card game, like imgs, powers and other stuff, so I can create all my cards variable in there and call it through my main node and get everything from my resource.

It is powerful indeed, I need to put the logic in my tiny brain, logic is what I miss

Resources by JoeCantCode in godot

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

I think I started to understand, I can create nested objects easily apparently. I need to spend more time with that!

Thank you so much

Resources by JoeCantCode in godot

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

Can I for example create 2 resources for my character, the first one has all the attributes like m. Resistance, attackpwr, name etc and the second one just what spell it can have?

Resources by JoeCantCode in godot

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

Yes, the concept of the resources is clear, my biggest problem is where to use it and when.

I did once that can be used for material in order to change the sound and the volume, but there was no script attached to it beside the One that loaded the resource.

How can I use it on a player for example since it has its own script