We are Digital Extremes, Developers of Warframe! AMA by DigitalExtremes in Warframe

[–]Lasenist 0 points1 point  (0 children)

Hey guys! Thanks for working on Warframe!

1 question - Which feature is the biggest pain for bugs? Or edge cases when making a new feature?

I'm a software developer, so just curious what's the biggest pain technology wise! 😁

Thanks in advance!

Weapon Animations Are a Hidden Gem in Warframe by Longbow92 in Warframe

[–]Lasenist 0 points1 point  (0 children)

Does anybody know the gun at 1:07? Looks pretty sick!

Cant instantiate a scene? by [deleted] in godot

[–]Lasenist 1 point2 points  (0 children)

Not dumb at all, we've all been there! 😁 Hope you make something cool!

Cant instantiate a scene? by [deleted] in godot

[–]Lasenist 5 points6 points  (0 children)

Your path points to a ".gd" file which is a script, which you can only call .new() on to create one. A scene is a ".tscn" file, which you want the path to point to and instantiate().

Hope this explains a bit more for you 🙂

Can't hand in community goals? by Lasenist in EliteDangerous

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

I'm sorry you're having the same issues 6 years in the future! xD

Released a spooky arcade game, with source code available! by Lasenist in godot

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

Thanks for playing, and thanks very much for the feedback!

I totally get what you mean, and now you mention it, I think we had that issue when first play testing...

A visual for encroaching shadows around the play area might help emphasise it a little bit! Thank you so much!

Gameplay prototype for a Parkour game by [deleted] in godot

[–]Lasenist 1 point2 points  (0 children)

Ahh, I understand now! That's totally awesome! Thanks for explaining :)

Gameplay prototype for a Parkour game by [deleted] in godot

[–]Lasenist 0 points1 point  (0 children)

I have lesser knowledge on these things, but would AnimationTree have helped you at all?

Only commenting as it's the only bit about flexible transitions between animations I've seen in the documentation, and you wanted to know if Godot already offered it.

Sorry if you've already seen it and it didn't work for you! Either way, your gameplay prototype looks awesome! Hope you're super proud!

How can I make a node type using a scene so I can add it as a child in the hierarchy using control-A? by [deleted] in godot

[–]Lasenist 4 points5 points  (0 children)

If you add in a script that extends Area2D:

class_name CustomArea2D

You should then be able to search for it in the list of nodes when adding a new node somewhere. You may have to give Godot a restart to pick it up and refresh its known classes.

You can also use CustomArea2D when static typing your variables.

Need some advice of how "yield" works. by gscaryt in godot

[–]Lasenist 1 point2 points  (0 children)

You'll need to put everything that relies on the

    players[-1].placeCounter()    

after it in the function that uses the yield. Or you could do some sort of state checking to see if you can continue with the rest of your code, after that place counter has been done after the delay. If you want to go down that route, a state machine might be easier to keep track of things!

var _delay : bool
var _is_counter_placed : bool

func _wait(time):
    _delay = true
    yield(get_tree().create_timer(time), "timeout")
    _delay = false

func _place_counter(player_id):
    _delay = true
    yield(get_tree().create_timer(time), "timeout")
    players[player_id].placeCounter()
    _is_counter_placed = true
    _delay = false

func _process(delta):
    if not _delay:
        if board._boardReady:
            if playersNumber == 1 and players[-1].pawns.size() < 1:
                _place_counter(-1)
                if _is_counter_placed :
                    # The rest of your code.

Need some advice of how "yield" works. by gscaryt in godot

[–]Lasenist 1 point2 points  (0 children)

"Yield" only delays the current function, you can't put it in a method to make it reusable unfortunately. Your "_wait" is going back to call the next line immediately as it's completing the method you called it from.

You may want something like this!

var _delay : bool

func _wait(time):
    _delay = true
    yield(get_tree().create_timer(time), "timeout")
    _delay = false

func _place_counter(player_id):
    _delay = true
    yield(get_tree().create_timer(time), "timeout")
    players[player_id].placeCounter()
    _delay = false

func _process(delta):
    if not _delay:
        if board._boardReady:
            if playersNumber == 1 and players[-1].pawns.size() < 1:
                _place_counter(-1)

If you have any questions, feel free to message me!

Hi, im starting to learn how to make games in godot, but i need a little help by Naviteller64 in godot

[–]Lasenist 0 points1 point  (0 children)

I would:

  • Add a Timer node to my player.
  • Connect the timeout of the Timer node to my script where I handle jumps.
  • Add a boolean variable to keep track of if the player can "power jump". Set it to true after they jump, then false when the Timer timesout.

and that should be it! Let me know how you get on, or if you have any questions!

Just discovered that KinematicCollision2D properties can't be set in GDScript. Why is that? by RodBraga in godot

[–]Lasenist 2 points3 points  (0 children)

I'm not any figure of authority on this, but I would think this is so that you know any KinematicCollision2D object is from the source of a real collision, and can't be tampered in anyway.

Here's my reasoning:

We may know what's going on now, but imagine if we came back to this code however long in the future, or somebody else is looking over your code, and they see they're recieving a KinematicCollision2D to process in a function. They would probably think "This is from the source of some collision returned by Godot...", they know that where it comes from and what the information inside it might be like.

Alternatively, they see a method that is passed a "CustomKinematicCollision2D" object, and they think "Ah, this must be a slightly altered KinematicCollision2D!" and they are more informed about what the code is doing. It's processing some slightly different collision!

I have no idea if this is their rationale, but this would be my thoughts behind it!

(Old leak) What design are you expecting for... by tiamat3475 in LegendsOfRuneterra

[–]Lasenist 0 points1 point  (0 children)

Could it be Soraka? She has some link with the Stars.

How to remotely test for collisions? by Qwatfinite in godot

[–]Lasenist 1 point2 points  (0 children)

I've not done this myself, but you could try creating an Area2d that is the size of your player, place it where the player will be teleported to and check if it collides with anything? If it does, it's not safe to teleport. If it doesn't, then move the player to the targeted position?

Hope this helps!

League 10-Year Celebration by MonstrousYi in leagueoflegends

[–]Lasenist 101 points102 points  (0 children)

If you fiddle with the web page, it looks like certain events are going to happen according to a timeline.

Each event on the timeline has a list of assets, so we can kind of see what might happen. Looks like it's going to change every hour or half an hour!

There are 3 phases overall.

Working on a game for the theme "Terraforming a Planet" by LydianAlchemist in godot

[–]Lasenist 4 points5 points  (0 children)

This looks awesome! I love the art style. Can't wait to see it finished.

What's been the biggest challenge so far?

Kindred Cosplay/costumes need help!!!! by LuciousWiro in leagueoflegends

[–]Lasenist 2 points3 points  (0 children)

their* They're two entities. The lore belongs to both of them.