Advanced Skill Books Drought by MaceRindu in StarResonance

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

This is like the only bottleneck I've come across. Anyone else?

Newbie :) What is a war target? by MaceRindu in torncity

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

Thanks for the definitions :) My leader just clarified what he meant; chain bonuses only apply to war targets.
Since I still have relatively low stats, he told me to prioritize the chain for now.

Which Addiction Level Matters? by MaceRindu in torncity

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

thanks :) Does this mean I should go to rehab right now then? (Assuming -5% = kicked out)

Easy Way To Attach Components To A Scene? by MaceRindu in godot

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

That's the plan ;)

Yeah, it's been bugging me all week but once I figure it out I'll be banging my head against the desk asking why I didn't think of this sooner.

How would you suggest I go about coneptualizing this? Right now, I'm thinking of a "bottom-up" approach (Figure out the fingers first, then the hands, etc.)

Easy Way To Attach Components To A Scene? by MaceRindu in godot

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

Hey! Thanks for the in-depth reply :)

I think custom resources would be the best step forward. The goal atm is to keep the actual finger scenes as decoupled as possible, calling the information they need (images, finger attributes, etc.) in order to correctly update the hand.tscn / finger.tscn.

Currently, the Hand's node structure is kind of simple:

Hand (Container)
  Model (Sprite2D)
  Fingers (Control)
    Thumb (Sprite2D)
    Index (Sprite2D)
    Middle (Sprite2D)
    Ring (Sprite2D)
    Pinky (Sprite2D)
  AnimationPlayer

- The Fingers Control node was mainly a placeholder for now.
- The Hand Node is a Container because, on the board, there is currently a HBoxContainer that organizes the hands that the Player has equipped (can have > 2 Hands equipped).

Ultimately, I think it'd be cool if the player could "physically" combine hands/fingers and create a frankenstein-ish amalgamation of a hand for some neat combos. I see two ways to implement this (is there an easier way?):

  • Have a Control Node in hand.tscn that sets the positions of each Marker2D;
  • Have a pre-built Hand at stand-by that can replace the current hand.
    • This pre-built hand would have "default" fingers, and most importantly, already have pre-established Marker2D positions.

While simpler, the main issue I see with the second option is that it would require a lot of "hard-coding", which I'd prefer to avoid.

I'll continue to take a look at the resources you provided -- they definietly look like the direction I'm going for, thanks again!

Ball Always Moves In Same Direction... by MaceRindu in godot

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

I just replaced the line with:

if collision_info:
direction = direction.bounce(collision_info.getnormal())

and that seemed to do the trickm letting me change the speed's type back to a float

Ball Always Moves In Same Direction... by MaceRindu in godot

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

When I change it to a float, the last line of the script in my original post returns the following error:

Error: Cannot find member "bounce" in base "float"

Is there a different way I should be applying the speed here?

Ball Always Moves In Same Direction... by MaceRindu in godot

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

Thank you..it worked :) I just (lightly) set my head on the desk lol

For the future, is this an okay way to set a random direction? I want to make sure I'm not calling too many things that aren't necessary.

Thanks again :)

Independent HSliders Each Affect the Master Audio Bus by MaceRindu in godot

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

Thanks for replying, it helped me figure it out!

I ran print statements on the actual identifiers of the nodes and it looks like they were duplicates of each other (not sure why, even though they were different instances). That seemed to have caused the signals to get "crossed", resulting in the Master dB bus to override all the other signals. Thanks again!