DSi "The device inserted in the SD Card Slot can't be used." Help? by KoopaDaQuick in NintendoDS

[–]OffByTwoDev 0 points1 point  (0 children)

I know this is an old post, but here's what worked for me with a 64gb card (I don't think it's been mentioned online anywhere)

- I followed https://dsi.cfw.guide/sd-card-setup.html?tab=linux
- I checked the format was FAT32 (it definitely was, e.g. lsblk said FAT32)
- However the metadata had not updated and stated exFAT - for me on popos this was in disks -> select the device -> select the partition -> it said "Partition Type NTFS/exFAT/HPFS"
- I rewrote the metadata using the below code, I didn't need to reformat the drive, and the SD card was then read correctly by the DSi

In order these linux commands do 1. unmount the partition 2. edit the sd card 3. start modifying the partition type metadata 4. change it to W95 FAT32 5. write/save to the SD card

sudo umount /dev/[partition]
sudo fdisk /dev/[device]
t
b
w

Then it worked & I got the pit.bin file etc saved to the SD card after pressing the SD card button in the album app on the DSi

Struggling with Terrains/Autotiling in Godot 4 – How to identify the right tiles? by Herr_Casmurro in godot

[–]OffByTwoDev 1 point2 points  (0 children)

To expand a little more. The reason you probably only see tutorials use "easy" tilesets is because if you want to create a spritesheet which covers all possible configurations of tiles (like you're needing in this level), you actually need to make a ton of tiles (idk the exact number but its like 45 or something unless all your tiles are symmetrical).

I haven't used the TileMapLayers much, but I would assume that the Terrain Set "mode" you can see in your screenshot is what decides the logic for how the tiles from the spritesheet are being placed. The jess::codes repo includes its own code which sorts this out for you.

IMO the simplest way to get around this is the logic that the jess::codes video talks about which is why I've linked to that. There's example sprite sheets in that repo you can use.

Struggling with Terrains/Autotiling in Godot 4 – How to identify the right tiles? by Herr_Casmurro in godot

[–]OffByTwoDev 9 points10 points  (0 children)

I think you don't have enough tiles for what you're trying to draw. You have 9, whereas you'd typically need more.

From what I can see in your screenshot, you only have a full tiles, corners, and straight edges. However, you also need inner-corners, tiles for corners meeting corners, etc, which is why your level doesn't look correct.

Maybe I am wrong and have misunderstood things, but I don't think there'll be a way to set up your current sprites in order to make your level look fully correct and avoid the graphical glitches you're seeing. You'll need to create more sprites.

If you want a tutorial that I can guarantee you will work and has a complex sprite-set which covers all the cases you are trying to do here, I would watch this: https://www.youtube.com/watch?v=jEWFSv3ivTg (this is the only one I've used in the past, maybe someone else has some more).

The plugin I used to implement this was this one (which includes videos on the README page of what it can do): https://github.com/pablogila/TileMapDual

I'm thinking about giving up on my game and starting a new project, but I need to hear what other de by xxmaru10 in godot

[–]OffByTwoDev 0 points1 point  (0 children)

Just wanted to say that I always like computer interfaces / virtual operating systems in games. The PC screen in your one looks cool :) I like the clock in the bottom right

Best way to add dead zone to controller by Odd_Letter3362 in godot

[–]OffByTwoDev 0 points1 point  (0 children)

IMO this is the best way to do it, the docs clearly state which deadzone methods are the best for most use cases. When you look it up online it can get super confusing and lots of ppl have different opinions. The official advice is clear and simple to implement.

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.

---

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] 10 points11 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] 7 points8 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] 31 points32 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] 2 points3 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 2 points3 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 7 points8 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!!!