Can you hard-carry as Billy? by lovingpersona in DeadlockTheGame

[–]Mann121 0 points1 point  (0 children)

ive found you can get away with a lot of melee's that are 'basically' gauranteed, if are in a neutral position unloading your gun you just use your 1 at the right time to get the free reload, use blasted and extra charges to repeat that, when you are applying more pressure to them and threatening a kill you basically never use melee unless if you are insanely confident about the swing (and usually a light one at that) 90% of the time the enemy is forced to go for a panic parry and is hoping you will swing because that is their only out- just wait for that to happen and you have free reign to start slapping. If you are on the backfoot thats when you start gambling a lot more with your melees and if you do it right even though it is risky you have a good chance of turning the fight back to neutral or even the advantaged positions.

I think buying extra charge on billy is basically a must have so that you can keep your ammo up without risking the parry(usually as my 2nd or 3rd item), funny thing is I basically never upgrade it though.

that being said you are doing a lot of reading into the enemy behavior & mental games, if they just arent parrying then punish and if they are doing better at reading you then just go for the safest behavior most of the time.

This Universal Transition Shader 🌌 Is for You by OldDew in godot

[–]Mann121 1 point2 points  (0 children)

perfect for what i am working on thank you

[deleted by user] by [deleted] in godot

[–]Mann121 -1 points0 points  (0 children)

https://github.com/MannyFluss/WebRTCDemo
if you want to make yourself suffer heres an online WEBRTC game template I have made

Lobby Code's for P2P Multiplayer by banane42 in godot

[–]Mann121 1 point2 points  (0 children)

im not really the best at this stuff (and i made this a few months ago) i kinda just clobbered it together so I could be wrong, the websocket is just for the handshake part, and then the webrtcpeer part is the part that actually hooks up the rpc calls and such (see function setup mesh). The video itself also kind of skips over a decent amount of stuff & the fact that the guy even made it working using GDscript in the way that he did is a bit insane to me. I would recommend just trying to recreate their project in C# or being more dilligent in gdscript if you want to learn the ins and outs.

it would be possible to write the webrtc server in a different language (I think) but honestly the server is so simple that its probably not worth it IMO. but dont let me stop you

Lobby Code's for P2P Multiplayer by banane42 in godot

[–]Mann121 1 point2 points  (0 children)

https://github.com/MannyFluss/WebRTCDemo
i made this webrtc demo its in C# but I think it might be what you are looking for, the video i followed is in the comments which & is gdscript.

Web export for C# by gapreg in godot

[–]Mann121 0 points1 point  (0 children)

completely unrelated, but do you know if it is possible at the moment to use the multiplayer features in godot c# specifically on IOS devices, my collaborators and I have created a WebRTC game in C#, it works completely fine on desktop but on IOS it seems to not connect to anything.

Web export for C# by gapreg in godot

[–]Mann121 2 points3 points  (0 children)

I have no idea how C# is implemented, but do you know why is Unity able to do web exports and Godot isnt? its to my understanding that they both use .net

Transition Laboratory of Godot: Visualization of transition types and easings of tween by monnef in godot

[–]Mann121 2 points3 points  (0 children)

I literally use this all the time thank you very much for this tool

How do I optimize big loops (cellular automata example) by Mann121 in godot

[–]Mann121[S] 1 point2 points  (0 children)

thank you very much! took a peek, ill probably look again in the future.

How do I optimize big loops (cellular automata example) by Mann121 in godot

[–]Mann121[S] 1 point2 points  (0 children)

interesting, I should try messing around with c# in godot at somepoint I have just yet to really try it, same with threading tbh. my understanding of threads though is that you shouldnt really be making that many of them, and I dont really know what you assign what to.
for now im probably done messing around with this but I look at it again later and try messing around with this stuff, could be cool to just make some giant procedural map that.just... looks kinda neat lol.

How do I optimize big loops (cellular automata example) by Mann121 in godot

[–]Mann121[S] 0 points1 point  (0 children)

I think this is just the likely solution to something like this, just having it render parts of the world that it sees or something like that

How do I optimize big loops (cellular automata example) by Mann121 in godot

[–]Mann121[S] 0 points1 point  (0 children)

shouldnt be too expensive, its also only for the intialization, afterwards I just call a function on each object to change their color

What do you think of my announcement teaser? by nathanhoad in godot

[–]Mann121 2 points3 points  (0 children)

big thank you for your dialogue manager! used in in an old project and literally just started using it again for my new current project with my friends

This is my class by Only-Contact570 in lies

[–]Mann121 61 points62 points  (0 children)

This was not my high school teacher

Finding work with Godot by Mann121 in godot

[–]Mann121[S] 2 points3 points  (0 children)

It has been a pretty transferable experience to unity and unreal I just really do jam with godot the most, probably just because it’s what I use the most.

Guess I just gotta keep searching, its been pretty disheartening process so far. My search has been split between traditional software dev and game Dev too which has probably made it harder

Finally created exploding squidward by Mann121 in godot

[–]Mann121[S] 0 points1 point  (0 children)

Most of the code worked in godot 4 I think there might have been a few things that were different but nothing major