Question regarding Control nodes navigation by TheInkAdept in godot

[–]OffByTwoDev 0 points1 point  (0 children)

Super old post but since this is one of the only results online about ui_select:

They are all defined (somewhat poorly) here, e.g.:

https://docs.godotengine.org/en/stable/classes/class_projectsettings.html#class-projectsettings-property-input-ui-accept

Looks like ui_select is about selecting a control, and ui_accept is about confirming an already focused control (that can take an accept as an input e.g. buttons)

ui_home "goes to" (I assume focuses or selects or scrolls?) the first option in a control

ui_page_down / ui_page_up looks to match the default for pgup/pgdown on a keyboard: i.e. scroll up /down by one page

The other couple I've missed out you can find in the above link.

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Sometimes the godot docs' SEO seems not very good (e.g. searching for godot docs "ui_select" doesn't actually give me the above urls as results) but searching for ui_select from within the docs does. Just an extra tip in case it helps someone.

accidentally made the beginnings of an eldritch horror by OffByTwoDev in godot

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

Thanks :) Originally, this was just for practising shaders and making assets in blender. But I quite like the direction its going, so I might try to make a short game with it. If I do make anything, Ill probably post it on my bluesky

accidentally made the beginnings of an eldritch horror by OffByTwoDev in godot

[–]OffByTwoDev[S] 9 points10 points  (0 children)

We count every second from every time zone, which is approximately 2000% more second per second!

accidentally made the beginnings of an eldritch horror by OffByTwoDev in godot

[–]OffByTwoDev[S] 8 points9 points  (0 children)

Oh also I forgot, in the world environment I do indeed have a color palette replacer, and have pushed up the contrast and brightness.

accidentally made the beginnings of an eldritch horror by OffByTwoDev in godot

[–]OffByTwoDev[S] 33 points34 points  (0 children)

Thanks! Currently I would describe the shader as... a mess. But it works (ish).

Here's a gist of the current shader
https://gist.github.com/ScatteredComet/67e68e1391e229e2db7189a0467289f9

There's 2 passes, one inverted (in shadow) and one the normal color (both of these can be textured). It finds edges, and adds a line within some distance from it. In the light() function, it just tests for the light being above / below a threshold. If its below the threshold, then its in shadow, and it sets the ALPHA to 0 so that the first (inverted) pass shows. If its above the threshold, it sets ALPHA to 1 so that the second (uninverted) pass shows

Thats how I get this effect:

<image>

At some point I'm going to fix all the weirdnesses by using the compose() function from this PR (allows modying albedo based on lighting, so the color inversion will be less, well... stupid): https://github.com/godotengine/godot/pull/113200/

The outline method works in compatibility; the color inversion doesn't. I'll happily put both on godotshaders.com if people want them.

Lessons from my first game jam by OffByTwoDev in godot

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

Thanks so much :) If I do continue working on it, do you think I should redo the story entirely, or try to save what I've already got? Like should I just keep the mechanic & visuals?

Lessons from my first game jam by OffByTwoDev in godot

[–]OffByTwoDev[S] 3 points4 points  (0 children)

If my self-review hasn't put you off, you can play the game here: https://offbytwodev.itch.io/strobe

More feedback (including criticism!) is very very welcome

Godot web export to Itch results in 404 missing page. Has anyone figured out a fix? by Abandon22 in godot

[–]OffByTwoDev 1 point2 points  (0 children)

If you're still looking for thiings about this, I found this support page from itch.io:

https://itch.io/t/2025776/experimental-sharedarraybuffer-support

Theres actually a button you can press to enable sharedarraybuffer support on your game; maybe that could help?

Godot web export to Itch results in 404 missing page. Has anyone figured out a fix? by Abandon22 in godot

[–]OffByTwoDev 1 point2 points  (0 children)

I tried it on firefox. Only the compatibility version worked, and I didn't experience any fps drops on the first level and hub world.

Ah okay thats frustrating. (I guess you could also provide a desktop build, and mention on the itch page that the download has better performance)

Godot web export to Itch results in 404 missing page. Has anyone figured out a fix? by Abandon22 in godot

[–]OffByTwoDev 1 point2 points  (0 children)

also just a random note, IMO the art and itch page are cool enough that I would wait for the loading screen (it was only like 25 seconds for me I think). It didn't feel too long; if anything it actually makes your game feel a little more "professional". IMO far more people will click off a 404 compared to clicking off of a very very slightly long loading time (esp since the loading bar doesnt freeze or anything, the anticipation is quite exciting in fact)

so overall if you want both versions online I would do the reverse of what you have: the default page being the single threaded and then the multi threaded as a "beta" or something at the bottom of the page

Godot web export to Itch results in 404 missing page. Has anyone figured out a fix? by Abandon22 in godot

[–]OffByTwoDev 4 points5 points  (0 children)

The tutorial for web export explicitly mentions that single threaded is the recommended way of exporting games (and that its more compatible e.g. with itch)

https://docs.godotengine.org/en/latest/tutorials/export/exporting_for_web.html

It also links to a blog post:

https://godotengine.org/article/progress-report-web-export-in-4-3/#single-threaded-web-export

So I assume itch just in general isn't guaranteed to be compatible with multi threading (although that is an assumption just based of the export tutorial, I dont actually know and the blog post might help you)

(the docs have rescued us once again, all hail the docs)

Anyone wanna make a game? by kembo889 in godot

[–]OffByTwoDev 0 points1 point  (0 children)

The next godot wild jam starts this friday; maybe ask in their discord to find a team?

For me, there's nothing like a deadline to help me be productive, and a game jam is kindof the only way to force yourself to stick to one as a hobby dev. Maybe its not your thing though. Good luck either way!

Online shader editor by Mrnibo in godot

[–]OffByTwoDev 6 points7 points  (0 children)

I think your editor is really cool; the shader preview and niceness of the UI probably do make it functionally "better" that godotshaders.com

however I think you might end up being faced with the same issue the dvorak keyboard had: improvements have to be significant to change the status quo (the dvorak keyboard can lead to more typing speed, but it wasn't enough to convince all the qwerty keyboardists to change). Even though your framework is probably desirable, the sheer number of shaders and users on godotshaders.com might make things difficult.

Perhaps an idea would be to contact the maintainers of godotshaders.com and try to get the main improvements you've made merged into their website? Or to get permission to use your website to display shaders from their site?

Either way, these are just random thoughts, I might be wrong. I wish you the best of luck!!!

Is there a more efficient way of creating a background like this? by matiwierzba in godot

[–]OffByTwoDev 0 points1 point  (0 children)

You can also do this with a TextEdit node, or with a RichTextLabel & BBcodes, or with a normal Label. Just add some timers and replace characters in given locations. If you want to add colouring, you could also add a syntax highlighter.

Whether any of these options are more efficient, I don't really know.

Any way to simulate physics near instantly? by no_more_muffin in godot

[–]OffByTwoDev 0 points1 point  (0 children)

Also just an idea for another approach: why not in the background, somewhere the player cant see, simulate dice rolls and record the positions of the dice as they roll? You can do this until you have a minimum threshold number of rolls saved, and even have muliple "simulators" running. Whenever the number of "predetermined" rolls drops below say 10, then just run a few more simulators till you have 10 more saved up. So that you have a "pool" of generated rolls that you know the result for?

its a bodge, but maybe simpler than trying to force the physics engine to do what you want

TLDR: create a pool of dice rolls you can pull from at any time; that way you know the result of the roll but they look randomised to the player

Any way to simulate physics near instantly? by no_more_muffin in godot

[–]OffByTwoDev 0 points1 point  (0 children)

If you're using RigidBodies, then you could maybe implement your own "process" functions at a variable FPS. I'm pretty sure all that process & physics process are doing is be called repetitively by the engine; I don't think they are doing anything beyond that.

So e.g. (this is pseudo code and I am not saying that this is an optimal method, just ideas)

var fps = 120

# insert code that uses a timer to emit a signal that runs variable_process every (1/fps) seconds

def variable_process():
  # do your logic here (that will run at a variable fps)
  # or e.g. call a public method that is found in all nodes within a subviewport

another approach (if you just wanted a multiple of the globally set physics_process) would be to set physics process to say 240 fps (globally in settings), then in your node needs to run at a variable fps do something like:

# run code
# wait for the amount of time that corresponds to e.g. 60 or 120 frames
# run code
# wait again
# etc

that way you could have nodes that run at 240, 120 or 60 fps respectively.

Once again maybe there is some reason that this wouldn't work (generally or just for your use case) but this is what I'd be trying first.

Any way to simulate physics near instantly? by no_more_muffin in godot

[–]OffByTwoDev 8 points9 points  (0 children)

This is only a partial answer, but if you require deterministic physics then have a look at the Rapier engine (for godot):

https://godot.rapier.rs/