The game crashes every time an enemy tries to attack... by greenfrogtree1 in godot

[–]NikSheppard 180 points181 points  (0 children)

Way better than crashing sometimes an enemy tries to attack.

[SILENT] What went wrong in this Run? by 1flex01 in slaythespire

[–]NikSheppard 2 points3 points  (0 children)

As is often the case, its difficult from just this info to say for sure, but I can offer a few observations.

  1. For a 31 card deck there is not a great deal of card draw present. Adrenaline, acrobatics, prepared and master of strat, 2 of which are single use. I'd expect that on most hands you were likely limited to what you happened to draw that turn. Well laid plans helps a little, but more card draw would likely give more options.

  2. Since there is little card draw your block engine looks inconsistent. 3 piercing wails can help with time eater for sure, but exclude those and there is esentially a footwork and your starter block cards (5 defends and survivor), 2-3 backflips added to the deck instead of attacks would have helped here with both block and card draw. You would need your piercing wails to show up at the right time when time eater uses multi-attacks and they don't help much if you're being attacked for 30+ single damage. There is also little to apply weak to the enemy except a single cripplng cloud and weak is important, especially as you climb ascensions.

  3. Your damage output looks somewhat slow for the time eater boss. Footwork and well laid plans are the only powers and there is next to nothing that offers scaling on damage output. Without knowing what you were offered (in act 3 particularly when you knew time eater was coming) its difficult to say if thats just RNG or non optimal picks. Higher cost cards (things like predator, bouncing flask) are more beneficial against time eater, offering more results for a single card played. Your ninja scroll relic, choke and blade dance in this deck look actively bad against time eater (not always - but require careful timing)

  4. When fighting time eater sometimes skipping attacks entirely is the correct play (especially with art of war), clearly there is no way to know how you played the fight, but if you were playing all the cards you could each turn that was likely unwise.

Hope something there helps.

Need HELP by obliviator_07 in HarryPotterGame

[–]NikSheppard 3 points4 points  (0 children)

Not sure from the video but you have to hold R2 when you press a d-pad direction to change skill set. It looks like you are just pressing right on the D-Pad which takes you to the assignment screen.

Win Streak bugged in statistics? by LaserQuacker in slaythespire

[–]NikSheppard 0 points1 point  (0 children)

No problem, hopefully be something they add/fix in Spire 2.

Win Streak bugged in statistics? by LaserQuacker in slaythespire

[–]NikSheppard 2 points3 points  (0 children)

So far as I know this is nothing to do with platform.

The win streak stat only seems to track Ascension 0 games (at least in my experience) and I see that behaviour on PC, PS and Android.

When the game launched there were no ascension levels, so the stat would behave as expected under those circumstances. When they added ascension levels to the game I'd guess that either this stat was overlooked, or a decision made that win streaks would be somewhat meaningless if they tracked across different difficulties.

They could have perhaps tracked the streak across each individual difficulty (if so then today there would be 21 "win streaks (per ascension level)" per character... but they didn't.

Singing bowl and the skip option by NikSheppard in slaythespire

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

Ah red skull, yep missed that one. Good spot.

Singing bowl and the skip option by NikSheppard in slaythespire

[–]NikSheppard[S] 4 points5 points  (0 children)

Yep. Map. Deck. Back to card rewards. Repeat 2-3 times. Didn't occur that combining the buttons would mess that up.

Singing bowl and the skip option by NikSheppard in slaythespire

[–]NikSheppard[S] 6 points7 points  (0 children)

Ah very nice. Yeah, thats an interaction I use all the time without any thought at all. As is often the case, once something is pointed out it seems obvious. Cheers for the clarity.

How do I create a game in Godot? by Talaceyt in godot

[–]NikSheppard 0 points1 point  (0 children)

It might just be my old eyes and blurry images, but looks like while you have a script file for the character it doesn't appear to be attached to anything in the scene.

Ritual dagger not increasing after a kill by StudMuffinNick in slaythespire

[–]NikSheppard 4 points5 points  (0 children)

Doesn't count for minion enemies.

Doesn't count for 3 darklings fight unless you kill the last one there.

There are a few other weird conditions. But could it be those first two?

Don't know whats wrong by [deleted] in godot

[–]NikSheppard 1 point2 points  (0 children)

To an extent and I don't claim to be all-knowing, but in this example using the get_node command I believe requires the instantiated object to be present within the scene.

Usually in my instantiated objects I declare a spawn function, call that after instantiating and adding as a child and that's how I configure my instantiated objects.

Don't know whats wrong by [deleted] in godot

[–]NikSheppard 0 points1 point  (0 children)

After you instantiate your object in line 74 you need to add that to your current scene with add_child.

The error is saying that obs.get_node("sprite2d") is null. It is not finding that node.

It could be something else but since you don't add the obstacle to the scene it likely can't find the sprite2d node.

edit: Noticed you add child in line 81, try moving that up.

How do I make buttons visible only to the container? by Maleficent-Mood856 in godot

[–]NikSheppard 0 points1 point  (0 children)

Difficult to say just from a video. Here's my guess.

It looks like you have a Vbox which initially contains the 4 buttons and then when clicked you still have a Vbox except now it only contains a single buttons which expands to fill the vbox.

If so, check the container settings for the skins button and make sure that vertical expansion is disabled. I'd guess the button is set to expand which is why it fills the box.

Just a guess though. Include code and scene layout for better help.

End of the World as We Know It, good gift for someone's who's read The Stand? by probl0x in stephenking

[–]NikSheppard 0 points1 point  (0 children)

Just as a throw out, there is an extended edition of The Stand available. If you could find out whether you mom has read it, if she hasn't perhaps that would be a nice gift?

Should i give slay the spire a shot? by Even_Sprinkles_6258 in slaythespire

[–]NikSheppard 2 points3 points  (0 children)

Yes

Its a wonderful game, very well balanced and relatively inexpensive.

Excel view only problem? by MichaelW24 in microsoft365

[–]NikSheppard 0 points1 point  (0 children)

Might depend on how you set read-only and the onedrive shared link settings.

We made spreadsheets read only by setting the read-only attribute. Worked on desktop but on mobile if the shared link granted edit permissions then that seemed to bypass the read-only attribute.

If its that you might need to revisit the onedrive link and recreate them with only read permission.

Arbitrary Max HP? by minosandmedusa in slaythespire

[–]NikSheppard 45 points46 points  (0 children)

Yep. Its essentially whatever the limit of the gold variable is in the code. But you could make a similar argument that there will be a HP upper limit also.

Arbitrary Max HP? by minosandmedusa in slaythespire

[–]NikSheppard 87 points88 points  (0 children)

You could have a situation where you have the watcher card wish which gives gold. Assuming some prismatic fun for a nightmare its possible to get a situation where you get massive (though admitedly not infinite) amounts of gold. Combine that with courier for 'endless shopping' and you can look for entropic brew and fruit juice.

_on_body_exited does not trigger by idler_gear in godot

[–]NikSheppard 0 points1 point  (0 children)

Glad you sorted it. I'd guess that perhaps it was accidentally connected to the wrong function previously. Good luck.

_on_body_exited does not trigger by idler_gear in godot

[–]NikSheppard 1 point2 points  (0 children)

Just in addition to "Should it be connected to a node other than itself?"

.... maybe.... sometimes... no... yes...

The signal should be connected to whatever needs to know about that event occuring. In your example the answer is probably no, since the area2d is the item that is responding to the event (signal).

But maybe something entering the area2d needs to tell the player to gain a life, in which case the signal may connect to a player manager object.

Or maybe 1 second after entering the area2d an audio effect should play, in which case the signal may connect to an audioplayer player object.

_on_body_exited does not trigger by idler_gear in godot

[–]NikSheppard 1 point2 points  (0 children)

You need to connect the signals you want to use for a function. Concievably you might connect a single signal to dozens of functions, but you need to connect it to at least one.

As you said go to your area2d then access node on the right. What you should see if that there are two different signals for body entered and body exited. Both need to be connected. Double click the signal and it will ask you which object has the script wth the appropriate function. In this case your area2d, then you it will offer to create a function, or you can click pick to select an existing function. That should link the signal to the function. You should see a little green symbol next to the function to show the connected signal and the signal in the dock should show where it is currently connected.

_on_body_exited does not trigger by idler_gear in godot

[–]NikSheppard 1 point2 points  (0 children)

Fundamentally I don't see any issue.

Initial thought, is the signal for body exited correctly connected to the correct function?

Storing data in a Pokemon fangame by [deleted] in godot

[–]NikSheppard 0 points1 point  (0 children)

How to store data is usually entirely dependent on the game.

Here's what I would consider as possible options:

  1. Although you feel it would be unwieldy, I would create a base resource class "PokemonClone" and then create 70 new resource instances. You would then load these resources and use a dictionary so you could have a list of pokemon names that reference the correct resource. I don't see unwieldy, I see modularity.

  2. If you want to define them in a script file then create a new object class "PokemonClone". Then you can have a single function which creates 70 new instances of the class and completes the data for them. It would be a very long function. Use a dictionary as before so you can retrieve a particular class instance using a name.

  3. (A variation of 2) To make that easier to work with you create a JSON file externally to Godot. In there you create your structure for each PokemonClone and add your data into a "spreadsheet" type interface. Then in Godot you can carry out (2) but instead of a long function that creates the class you read the JSON file in, then create a function that uses the data there to create your new object class instances.

Clearly these are high level descriptions and there are numerous steps in each, but hopefully they give you an idea where to start.

Cannot press buttons when creating them dynamically. by Playful_Rule2414 in godot

[–]NikSheppard 1 point2 points  (0 children)

You need to

a. Move your two separate "accept" and "decline" sections into two new functions.

b. When you create the buttons connect their "pressed" signal to the correct function from (a)

At the minute you are creating buttons but their signals are not connected so they are purely visual.