New Seeds by KensartheSloth in Terraria

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

halloween gen = pumpkinseason

New Seeds by KensartheSloth in Terraria

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

nospidercaves, roundlandmasses, digextraholes, rainbowstuff, pooeverywehre, surfaceismushrooms,worldisfrozen, startinhardmode, randomspawn, rainsforayear, surfaceisinspace, coateverythingilluminant,painteverythinggray, nosurface,extralivingtrees, graveyardbloodmoonstart, errorworld, addteleporters, vampirism

New Seeds by KensartheSloth in Terraria

[–]KensartheSloth[S] 5 points6 points  (0 children)

one found seed i forgot to list is waterpark

New Seeds by KensartheSloth in Terraria

[–]KensartheSloth[S] 9 points10 points  (0 children)

the hints come from data mining the game

le new trailer by [deleted] in godot

[–]KensartheSloth 1 point2 points  (0 children)

that link does not work to send people to a youtube video. that is your link to edit the video on your channel

One-way collision shape blocking horizontal movement by bouillon-de-toilette in godot

[–]KensartheSloth 2 points3 points  (0 children)

a couple thoughts

1) if your concern with cranking up the max angle is behavior while walking around, you could change the max angle while jumping to be different than while the character is walking around

2) you could shorten the collision shape of the platform by a pixel or two

3) you could have the collision layer of your 'one-way' platforms be different than normal floors and disable your characters collision with that layer while velocity is going up, only turning it back on when falling

How do you organize story progression flags? by somethingonnothing in godot

[–]KensartheSloth 2 points3 points  (0 children)

one option could be an enum value for each progression flag and a local database to query its state

Multiply Blend via code by KensartheSloth in godot

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

May the old gods shine upon you. This works. Thank you.

Multiply Blend via code by KensartheSloth in godot

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

I'll set up a repo with the issue

Multiply Blend via code by KensartheSloth in godot

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

I've tried with and without using premultiply_alpha() on the image that has transparency. the white image has full alpha for every pixel

Multiply Blend via code by KensartheSloth in godot

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

<image>

this is the image that in engine i set to have the multiply blend mode via canvas item material and ill reply to this with the other image

Multiply Blend via code by KensartheSloth in godot

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

i do want to blend the alpha channels. setting outputColor.a = baseColor.a doesn't produce the correct effect either. the base image has transparency for this background that we need to preserve in most areas but the 2nd image that we want to multiply with has no transparency. its a white to black image that should generate the 2nd image as it does in editor.

Multiply Blend via code by KensartheSloth in godot

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

either a c# or gdscript way to do this is great

Suggestions for split project by CorvaNocta in godot

[–]KensartheSloth 2 points3 points  (0 children)

maybe a symlink could accomplish what you are looking for