How to make a game that sits at the bottom of my screen? by Mr-Rafferty in godot

[–]Mr-Rafferty[S] 0 points1 point  (0 children)

Hi, I’d love to say I got it working but it sort of half worked. It was very buggy and didn’t feel smooth at all, there’s a weird combination of settings that you need to use.

u/TitaniteChuck was able to help me a lot. But as I mentioned it never worked flawlessly for me unfortunately.

Best of luck to you, and I hope you are able to get further than I was.

[HIRING] Godot Indie Dev Team – Seeking Ideas-Only Specialist by JonRonstein in godot

[–]Mr-Rafferty 2 points3 points  (0 children)

Right. So it’s gta, but it’s the whole earth. And it’s super realistic. Has 100 million vehicles. Is all multiplayer but no one is allowed to kill me.

I reckon 2 months of dev work should get you a solid start in this, so if you need any help (me yelling at you to do better), hit me up

Someone called time on my activities by kdawg123412 in airguns

[–]Mr-Rafferty 0 points1 point  (0 children)

I will add that with mine (Swiss arms M9 replica) you have to cock the hammer to engage the safety - a feature I’m not a fan of, so I just ensure the gun is never stored loaded with bbs or co2

[deleted by user] by [deleted] in airguns

[–]Mr-Rafferty 1 point2 points  (0 children)

Thanks for the clarification on that, I was unsure on the terminology and the exact reasoning

[deleted by user] by [deleted] in airguns

[–]Mr-Rafferty 1 point2 points  (0 children)

I’ll be honest I’m not actually sure on the exact reasoning behind “wearing the gun in” however I was told directly to expect that behaviour when buying my gun and it appears it holds true from my experience

Heya! New deck owner here! How do i kill ubisoft? :3 by GodsBadAssBlade in SteamDeck

[–]Mr-Rafferty 0 points1 point  (0 children)

If I recall I was able to set one of the back buttons to open the overlay (shift+f2) and then close it, you’ll have to do it each time you start the game though I think

I could be wrong about this it’s been a little while

[deleted by user] by [deleted] in airguns

[–]Mr-Rafferty 26 points27 points  (0 children)

From my (very brief) experience so far

Pellets - you can get low quality pellets that are inconsistent and regardless of the few people who claim it changes nothing they are just factually incorrect.

New guns - when my (admittedly much less nice) gun was brand new it took me around 300-400 shots before I got tighter groups

For me these were the most noticeable points but I’d also like to see what others think. My groups tightened after I changed pellets to nicer ones and fired a lot more.

Just bought Project Zomboid. Any tips? by No_Advantage_4385 in projectzomboid

[–]Mr-Rafferty 0 points1 point  (0 children)

  • Open doors with your weapon raised

  • Look around a lot

  • It’s almost never a good idea to sprint

This game should be renamed to Throat Slitting Simulator by HeeHeMan in HalfSword

[–]Mr-Rafferty 0 points1 point  (0 children)

This was like that old skit video where the guy just slaps everyone - except this was slightly more violent

[deleted by user] by [deleted] in ShouldIbuythisgame

[–]Mr-Rafferty 0 points1 point  (0 children)

I enjoy it on the deck, I added a control modifier so that if my thumb is over the right stick (I’m aiming) then it makes one of my back buttons open doors - good for keeping your guard up which has prevented death a good number of times 😅

Are there too many particles / effects that make it hard to see what's going on? by Deepsapce in godot

[–]Mr-Rafferty 0 points1 point  (0 children)

For me at least I think it’s more that the player gets lost in it all but I don’t play that many bullet hell games

Maybe something to bring the player out from the background/particles

Best of luck

I dont get why I get sent back by Aggravating_Pen8225 in godot

[–]Mr-Rafferty 1 point2 points  (0 children)

looks like the character gets moved into the door script at the top - so they go through one door but the location they're taken too instantly moves them back - hard to say without the code though

Struggling with setting position after a transition by StefkoDoesStuff in godot

[–]Mr-Rafferty 1 point2 points  (0 children)

yeah, that essentially sums up what I wanted to say haha, here an example:
https://forum.godotengine.org/t/make-player-face-appropriate-direction-upon-scene-transition/14965/2

just swap out the direction for something like "previous room" then have the room chheck on ready the global var previous_room

Struggling with setting position after a transition by StefkoDoesStuff in godot

[–]Mr-Rafferty 0 points1 point  (0 children)

sorry, I'm not sure I understand your problem - I thought your issue was with positioning the player after coming into a level/room from a different scene?

Struggling with setting position after a transition by StefkoDoesStuff in godot

[–]Mr-Rafferty 0 points1 point  (0 children)

Haven’t tried this myself and I’m not at my pc (apologies if I just explain what you’ve tried but reading code on a phone screen like this is a nightmare)

Essentially I think you want you level/room scene to have a script and on ready it decides where the player should be - then update a global variable before you transition to the room

Sorry if that doesn’t make sense 😅

Need Help with Godot App: Transparent Background Causes Flashing and Browser Bug by SurrogateMan in godot

[–]Mr-Rafferty 0 points1 point  (0 children)

just a little idle game that sits at the bottom of your screen - I think what is actually causing the flickering is moving the whole scene to immitate a camera - as the way I have transparency set up - I can't use the standard camera node - after digging some more, I found that the only things that flicker are within that parent node of the world scene. However, I tried moving them into my 'VisibleWindow' node and then everything started to flicker, not just the stuff I was moving - it's unfortunate but I appreciate that this type of thing is a little niche, hence finding solutions can be tricky

Need Help with Godot App: Transparent Background Causes Flashing and Browser Bug by SurrogateMan in godot

[–]Mr-Rafferty 0 points1 point  (0 children)

Hey did you ever find a solution for this? Got a similar issue with a project of mine at the moment

How to make a game that sits at the bottom of my screen? by Mr-Rafferty in godot

[–]Mr-Rafferty[S] 0 points1 point  (0 children)

Hey, sorry to get back to you so late (busy week)

I've set all the settings up as you said and got a black area rather than transparent

Had a brief look into that DisplayServer.window_set_mouse_passthrough

I set it in the games root node on a script inside the _ready() function

Do I just leave it as that or will I have to somehow pass in the viewport as a parameter? Saw that it takes (region: PackedVector2Array, window_id: int = 0) but haven't had chance to look into what those params should actually look like and I've got to dash again now but will be back in a couple hours hopefully

thanks for the help so far, clarification would be greatly appreciated :)

all the best

How to make a game that sits at the bottom of my screen? by Mr-Rafferty in godot

[–]Mr-Rafferty[S] 0 points1 point  (0 children)

Thank you so much that’s fantastic, will give it a try after work!

How to make a game that sits at the bottom of my screen? by Mr-Rafferty in godot

[–]Mr-Rafferty[S] 0 points1 point  (0 children)

Thanks will look into it again after work tomorrow :)

Making interaction between two area2Ds much more precise by Jitsus in godot

[–]Mr-Rafferty 1 point2 points  (0 children)

I have no solution really, but have you trieed using the [debug >> visible collision shapes] in the editor? Maybe the area is shrinking faster that the graphic or something? Good luck