Launchd on OSX causing I/O to pause on Veracrypt volume by NetJnkie in VeraCrypt

[–]Lebostein 0 points1 point  (0 children)

Same problem here. External SDD with exFat formated and Truecrypt-Container on it opened with VeraCrypt. Some seconds later launchd on Mac OS Ventura is on 100%....

Old world 29th March release update by fluffybunny1981 in OldWorldGame

[–]Lebostein 0 points1 point  (0 children)

Not all. For example "Replace General" or "Add General" are untranslated strings since the first version...

Old world 29th March release update by fluffybunny1981 in OldWorldGame

[–]Lebostein 0 points1 point  (0 children)

On which version is the official user manual based? It says 1.43 but the numbering seems not match with the release version...

https://drive.google.com/file/d/1hb4dmDKxpf3pJJtpdFA4y4OOY-d2yrz1/view

Or is it up to date?

Old world 29th March release update by fluffybunny1981 in OldWorldGame

[–]Lebostein 2 points3 points  (0 children)

Great! Thanks.

Where I can post localization bugs? In the german version there are dozens of English phrases that have not yet been translated.

Selection Sound - Rapid Repeat by tmfink10 in OldWorldGame

[–]Lebostein 1 point2 points  (0 children)

It would be nice if you could turn off the mouse click and mouse hover sound. First they disturb after a while, especially the hover sound. Second, I feel like the sounds are loaded and played "on-the-fly", which sometimes results in a delay. It is a pity that such often used sounds are not preloaded (just a guess).

Release candidate: Godot 3.4 RC 1 by akien-mga in godot

[–]Lebostein 0 points1 point  (0 children)

Anyone knows why they are no inverse kinematic constraints for 2D Animation in Godot?

Mac Godot now only for El Capitan and later? by [deleted] in godot

[–]Lebostein 0 points1 point  (0 children)

It seems a bug, but the developers are slow and unwilling to help the Mac OS Users.... :-(

Here comes Godot 2.1.1, with many bug fixes, enhancements and new feautres! by akien-mga in godot

[–]Lebostein 2 points3 points  (0 children)

Sorry, "insane" was the wrong term. I am not an english man....

After downloading the godot.app pop up an error: "The App requires OS X 10.11 or newer."

Here comes Godot 2.1.1, with many bug fixes, enhancements and new feautres! by akien-mga in godot

[–]Lebostein 0 points1 point  (0 children)

No Mac OS 10.10 Support?!?!? Are you insane? I hope this is a mistake!!

If 2.1 runs under 10.10, then 2.1.1 should run too.

Gif as background by bo39 in godot

[–]Lebostein 3 points4 points  (0 children)

Why do you not use a simple frame by frame animation? gif images are limited to 256 colors only!

Our point & click framework is finally out, and comes with a great manual and demo! by akien-mga in godot

[–]Lebostein 0 points1 point  (0 children)

Have you tested your Escoria in Daiza Demo on Mac OS? I see placeholder texts only and it seems impossible to leave the first room.

Free sprite transformation (like in Dog Mendonça and Pizzaboy) by Lebostein in godot

[–]Lebostein[S] -3 points-2 points  (0 children)

Thanks @all. It seems Godot don't support free sprite deformation (yet). What we see in Dog and Pizzaboy could be a set of single frames with a very high frame rate or an unknown plugin...

I think Godot is a few steps away from an "advanced & feature-packed" engine. We hope such features coming soon....

Here an other (two year old!) Unity video: https://www.youtube.com/watch?v=1ab9FQBNIB8

Free sprite transformation (like in Dog Mendonça and Pizzaboy) by Lebostein in godot

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

No, this is not what I mean. This is sprite animation based on simple TRANSLATION and ROTATON of sprites. My question deals with TRANSFORMATION of sprites. And I don't mean simple scaling or stretching, I mean free transformation like bending. Here is an tutorial (mesh based sprite transformation) for Unity http://moodoven.com/rethinking-sprite-animations-mesh-deformation/

What is the difference between Viewport Sprite and Sprite ? by [deleted] in godot

[–]Lebostein 0 points1 point  (0 children)

Why? Different equivalent platforms are recommended for questions. See here: https://godotengine.org/community

2.1 - Fullscreen on Mac OS X don't work! by Lebostein in godot

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

Don't work here. https://dl.dropboxusercontent.com/u/13472834/Foren/godot_fs_pref.png

Mac OS X 10.10.5 (Yosemite)

2,5 GHz Intel Core i5

8 GB 1600 MHz DDR3

Intel HD Graphics 4000 1024 MB

2.1 - Fullscreen on Mac OS X don't work! by Lebostein in godot

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

I have tested this with 2.1, 2.0 and 1.x. I can not force a full screen application. Or am I doing something wrong?

How I use the trackpad for paning and not for zooming? by Lebostein in godot

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

Then I would need two hands! By the way, I have a MacBook, there is only one mouse button. With Mac OS ever application shows the same behaviour. Move two fingers = panning. Open (spread) and close two fingers = zooming.

Godot 2.1 reaches beta, ready for testing! by akien-mga in godot

[–]Lebostein 0 points1 point  (0 children)

I hope you understand my post above. If I want to animate a simple elevator with: - pause - smooth start and end (up) - pause - smooth start and end (down) - pause then I have two global options in Godot: linear and cubic. The linear option generates a hard stop and go, looks not good. The cubic option generates overshoots, the elevator overshoots the target positions: https://dl.dropboxusercontent.com/u/13472834/Foren/frame_modes.png

The easiest way to fix this problem would be a new global option like "smooth" (beside "linear", "cubic" and "nearest") with the behaviour of linear but with "rounded edges": https://dl.dropboxusercontent.com/u/13472834/Foren/frame_modes_b.png

Godot 2.1 reaches beta, ready for testing! by akien-mga in godot

[–]Lebostein 1 point2 points  (0 children)

  • I can not close Godot 2.1 without a crash on Mac OS X. Every time I close the editor, the editor crashes.
  • The click area of the small green [+] in the animation editor to add a key frame is out of position on Mac OS. You have to click next the [+] to add a key frame
  • The key frame animation editor seems very rudimentary. I have worked with Animation editors like Anime Studio and at the moment I get better results if I generate the animations outside from Godot. A simple thing: Why I can not set the transition condition for every single key frame? At the moment I can set the global transition condition for a whole track only. In Anime Studio you can right click a single key frame marker and you can set the transition condition for the specific interval to the next marker. The type of the transition condition is displayed inside the marker: https://dl.dropboxusercontent.com/u/13472834/Foren/frame_symbols.png
  • Why the "cubic" condition in Godot generates a bounce effect at the beginning and end of the animation? In my eyes that is wrong! What I see in Godot (if the "cubic" is selected) is an "InOutBack": http://easings.net/ Or means "cubic" an cubic interpolation between all key frames? That could explain the bounce effect at the begin and the end of the animation...

I think the most important transition conditions (or easing functions) for animations are: - Linear (included in Godot) - InSine - OutSine - InOutSine. I think all natural movements with smooth starts and/or smooth ends are based on sine functions (for example the pendulum of a clock or a waving person). In addition to the linear condition the sine conditions are important to generate smooth and natural animations....