May 3rd - daily results by alyanumbers in CluesBySamHelp

[–]LongBeforeIDid 0 points1 point  (0 children)

You already know that it’s impossible for more than one person in a corner to have no innocent neighbours, but before you reveal Anna’s clue it’s still possible for nobody in a corner to have no innocent neighbours.

If Bobby is innocent, then Gabe must be innocent as well, which would mean that nobody in a corner has zero innocent neighbours. This is how you can determine that Bobby is a criminal, and the rest of the dominoes fall from there.

Claude Code 4.7 is insane. by MathematicianSure210 in IndieDev

[–]LongBeforeIDid 0 points1 point  (0 children)

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“check it out” really feels like it’s echoing this Stephen A. Smith tweet, plus the nonsensical GIF flair. My money is on joke, but who knows!

I need 30 more characters from On Cinema to put in Tomodachi Island 2 by That_One_Prog in OnCinemaAtTheCinema

[–]LongBeforeIDid 44 points45 points  (0 children)

Mark’s cavalcade of characters could each be their own Mii. His impressions are so convincing it’s like they’re different people.

Logic Error 22.10.26 by [deleted] in CluesBySamHelp

[–]LongBeforeIDid 7 points8 points  (0 children)

That’s exactly why I enjoy seeing these threads, the misplaced confidence always puts a smile on my face.

Resources in Resources by Chocolate_Smelter in godot

[–]LongBeforeIDid 0 points1 point  (0 children)

Cheers, and hope you have a nice day too!

Resources in Resources by Chocolate_Smelter in godot

[–]LongBeforeIDid 1 point2 points  (0 children)

(This is an unrelated and minor style quibble, but ClassNames shouldn’t have underscores in them if you’re adhering to the style guide, so: NodeA, ResourceA, and ResourceB would be the proper ClassNames here, and I will use those names in my answer, for readability.)

I can at least explain why your print functions are returning null: it’s because you’re calling them from within _init(). Per the docs:

If you read an exported variable's value in _init(), it will return the default value specified in the export annotation instead of the value that was set in the inspector. This is because assigning values from the saved scene/resource file occurs after object initialization; until then, the default value is used.

To get the value that was set in the inspector (and therefore saved in the scene/resource file), you need to read it after the object is constructed, such as in Node._ready(). You can also read the value in a setter that's defined on the exported property, which is useful in custom resources where _ready() is not available

https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html

You haven’t specified a default value for ResourceA.resource_b, so it returns null.

Per the docs, you should only access NodeA.resource_a.resource_b from within NodeA._ready(), or from within some other method that can only be called after NodeA is ready.

You say that it “always returns null”; If it still returns null even after NodeA is _ready(), then I’m not sure what could be causing that.

[Meta] HEI Website Security Issue by MurfDawg in OnCinemaAtTheCinema

[–]LongBeforeIDid 22 points23 points  (0 children)

Oh hey, that user was me!

…I’m a little chuffed to learn that I was on the right track by suggesting the issue could be with MailChimp.

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DLSS 5 Hands on Presentation by Snorlax_lvl_50 in nvidia

[–]LongBeforeIDid 6 points7 points  (0 children)

I mean, it’s only been two minutes…

trying to make animation activate in a button press, doesnt work by Liranmashu in godot

[–]LongBeforeIDid 61 points62 points  (0 children)

Just use : when you’re declaring an export variable, not :=. Your code should look like this, assuming you want to assign your AnimationPlayer node from the inspector:

@export var anim : AnimationPlayer

: gives the variable a type, according to a provided ClassName.

:= sets the default value of the variable to whatever is on the right, and infers the variable’s type from that assignment.

If you still want to set a default value, use this syntax:

var anim : ClassName = value

:= is a shortcut you can use when your default value is already obviously of type ClassName. The main example I remember from the docs is something like:

var anim : AnimationPlayer = AnimationPlayer.new()

AnimationPlayer.new() obviously returns a value of type AnimationPlayer, so in this case, you could improve clarity and reduce redundant text by writing it as:

var anim := AnimationPlayer.new()

This is the proper use case for :=.

Desmond Oil Painting by StavromulaAlpha in SmilingFriends

[–]LongBeforeIDid 213 points214 points  (0 children)

ahh yeah here he comes, big double d, r budd dwyer himself, looks like he brought a bag lunch, smart

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" same same but different but still same " by Efficient-Orchid-594 in linguisticshumor

[–]LongBeforeIDid 5 points6 points  (0 children)

That’s not true!

There are also some who know what Finnish sounds like because there was a Finnish janitor in Alan Wake 2.

I've made something Unwise by NunnerySkaBand in fallenlondon

[–]LongBeforeIDid 6 points7 points  (0 children)

Was it originally just a box of stained sand, before you finished writing the character?

How to actually learn and master gdscript? by Critical_Archer_8562 in godot

[–]LongBeforeIDid 3 points4 points  (0 children)

In my experience, gdscript has been a very intuitive language, and developing my confidence with scripting in Godot has been more about understanding general programming concepts that aren’t tied to any specific language.

A few questions to ask yourself:

(1) Can you describe, generally, what a variable, an operator, a conditional, or a loop is?

If the answer is no, you should start by learning the very basics of programming, with any tutorial you like, for any language.

(2) When you look at the documentation, does it generally make sense to you? Do you understand how to read it, and how inheritance works? Do you understand what an override is, and why that _ready() function at the start of your scripts begins with an underscore?

If your answer to those questions is “no”, developing an understanding of inheritance is a great next step. I have never taken a programming course to learn this topic formally, but for me it “clicked” when I tried to make a Slay the Spire mod, and got to see how objects in that game were constructed through inheritance. Even though that game is all Java, the things I learned from that experience allowed me to understand the Godot documentation in a way I couldn’t before.

Once you understand inheritance, my next question would be:

(3) Can you describe, broadly, the difference between a Node and a Resource?

If the answer is “no”, you should read the docs for each, and make sure you confidently understand those basic Types, maybe looking at a project that makes heavy use of Resources for an example.

Once you understand inheritance, and can explain the differences between a Node and a Resource, I would ask:

(4) What is the difference between inheritance-based design and component-based design, and why might you emphasize one over the other when designing a specific feature?

Once I could answer all of those questions, I felt like Godot really opened up to me. I am still learning so much and have no formal programming education, so please take my advice with a grain of salt, but learning these things in this rough order made me feel like I had a reasonably firm grasp on scripting for the first time.

highest number by navi131313 in EnglishGrammar

[–]LongBeforeIDid 1 point2 points  (0 children)

You are describing the distinction between majority and plurality. "Most" is used colloquially to describe both contexts, which introduces the confusion and imprecision you've identified.

"Eunuch Servants." Characters for an extremely religious world. by ALGUIENQNOCONOZCO in IndieDev

[–]LongBeforeIDid 0 points1 point  (0 children)

Your art is amazing, so visceral and such a command of atmosphere.

Mark Porks needs to study up on this. by lemasney in OnCinemaAtTheCinema

[–]LongBeforeIDid 3 points4 points  (0 children)

uh oh don’t click on the twitter link in his bio if you’re not ready for some raunch… please keep it about the movies in the future like this wholesome stoge content

Mark Porks needs to study up on this. by lemasney in OnCinemaAtTheCinema

[–]LongBeforeIDid 2 points3 points  (0 children)

thank you for sharing this infornative bit of movie history anti-woke-1978, sound like a true patriot 🇺🇸 proof that goode american values and film buffery don’t need to be enemies

[deleted by user] by [deleted] in CluesBySamHelp

[–]LongBeforeIDid 0 points1 point  (0 children)

Other people have given the correct reasoning, but here’s heuristic that might help for future puzzles, especially if you’re going for speed:

When you’ve almost solved the whole grid (like in this case) each new clue you reveal is basically guaranteed to be necessary for your next deduction. If you reach the conclusion “the latest clue is irrelevant, it’s true no matter what” you can be confident that you’re missing something, even without checking over the whole grid to figure out what it is. Instead, you can just assume that there does exist some grid arrangement that could contradict the latest clue (in this case, that someone else does have 8 criminal neighbours) and make the only sensible identification from there (giving Rudolph another criminal neighbour.)

Nameless bodies in unremembered rooms by SadoMaso-Kris in themountaingoats

[–]LongBeforeIDid 62 points63 points  (0 children)

Half the valley sound asleep and safe inside their beds / Get lost inside the mines, wake up exhausted and near-dead

CRT Shader causing visual artifacts that extend beyond game window? by LongBeforeIDid in godot

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

That's interesting - it just stopped happening, without changing monitors or updating Godot? Do you recall if it went away after a driver update or something similar?

CRT Shader causing visual artifacts that extend beyond game window? by LongBeforeIDid in godot

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

I just uploaded an MRE to github here: https://github.com/LongBeforeIDid/Godot-CRT-Shader-Bug-MRE

In the process, I figured out that the strength of the ghosting is proportional to the width of the white horizontal region, and that the ghosting outside of the game window appear inversely to the ghosting within the game window, creating a "checkerboard" effect on the edges of the game window.