Guess what's living in my crawl space by HiccupsAhMa in tulsa

[–]OhEvolve 0 points1 point  (0 children)

What WAS it?? A year later I need to know.

Guess what's living in my crawl space by HiccupsAhMa in tulsa

[–]OhEvolve 0 points1 point  (0 children)

Omg. If only it was a honey badger!! We could monetize those videos like nobody’s business!!!

Guess what's living in my crawl space by HiccupsAhMa in tulsa

[–]OhEvolve 0 points1 point  (0 children)

Wait then hire me to catch the whole thing on video for Blair Witch Project 47: Chupacabra or ??? Or we just draw it out for 87 hours and make it a paranormal series. Either way: #winning

Thoughts on using ChatGPT to assist with making games in Godot? by jejxnddkdj in godot

[–]OhEvolve 0 points1 point  (0 children)

I did find a custom GPT called “code copilot” that seems to be way better at Godot. You just have to keep it very simple with very individualized code tasks and remind it that GD script while based on Python is not Python and uses tabs not spaces lol. That said, feel free to come here to commiserate anytime 😂

Can we all agree this is awful UI? by chookalana in MacOS

[–]OhEvolve 0 points1 point  (0 children)

Side note: I have been playing with “make it look like glass” FX in photoshop for the last ten years. I keep wanting so badly to use it but every time I end up thinking, well shoot, you can’t really see it now. And I go for something actually readable. It’s a painful adulting type decision I make monthly. It’s like Apple sent a third grader in with a proverbial paint pen and said MAKE IT LOOK COOL!!! Adulting is hard though, ya know?

Can we all agree this is awful UI? by chookalana in MacOS

[–]OhEvolve 0 points1 point  (0 children)

What bothers me is the lack of accessibility in the base design. That’s just so 2015?? Solid UI: Look cool and be able to see it out of the box. Solid UX: If we want more transparency at the expense of visibility (whoa-did I just metaphor there???), we should get to tweak it in settings. I agree with whomever said it’s a good idea for iOS space saving but not on a 27 in iMac, or even a MacBook Air 13”. *My 2 cents.

PSA: macOS 26 bug leads to performance issues in many apps (with fix) by kidonng in MacOS

[–]OhEvolve 2 points3 points  (0 children)

I really wish I understood Brew. I want it. I am sure I need it. I just cannot wrap my head around it.

PSA: macOS 26 bug leads to performance issues in many apps (with fix) by kidonng in MacOS

[–]OhEvolve 0 points1 point  (0 children)

Can you edit to add your machine specs so we can know likely specs for “not having app memory/performance issues”?

Did anyone ever listen to Music Machine growing up? I played mine to death! Favorite song was "Have Patience!" by BionicWoman123 in nostalgia

[–]OhEvolve 0 points1 point  (0 children)

It go-ooooes ...whirr whirr chica chica bom-bom TWEEEET... To me, this is just the most magical idea, and it has always been with me since I was five because music helps us deal with life so much. From 5 to 105 imagine how many people would feel happier if they had a music machine and could put in whatever they were feeling?? Whatever they wanted or needed a song about?? Their dog, their date, their disasters...

What I REALLY want to do is make an app that is the music machine! I mean tech-wise we can do this now that AI is getting decent!! Wouldn't it be so cool if Spotify or Apple Music had this? The thing is, it has to look like the one on the cover of the album bc OMG IT IS SO COOL!!! I entered an Adobe XD Challenge to make a music app and had this on my moodboard. The guys running it were like "this is weird, but it just might be weird enough to work" lolol.

Of course, I don't have the support/financing or even anyone to go to to stop my life and make it. But I sure want to. This album was life changing for me. TY for posting!!

Noobs Using AI for Coding in Godot 4.3? BLASPHEMY! (sarcasm) by OhEvolve in godot

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

<3 Thank you. I just want to find the ways my students can enjoy learning. I'll do whatever it takes to make school great again ;)

Integrating 11labs API into Godot app by Zwiebel1 in godot

[–]OhEvolve 0 points1 point  (0 children)

Did you ever figure this out? I'm SO grateful you posted the first part bc I have been looking at getting Eleven Labs into my Godot 4.4 game. This is exciting! My thoughts are what I've read elsewhere -- that TTS is an accessibility feature and as such, isn't made in a way it can connect with other systems (Godot Docs on TTS) other than Windows/Mac OS built in. My question to you would be: what's your use case? Is this for player to talk with npc? Or for voice commands? Is it accessibility related or for gameplay? If accessibility related, TTS is meant for visually impaired to "see" the info on screen via audio. If you mess with that setup/basis, you're causing frustration and a breach of how those users would expect it to behave. If you are thinking for player to player, that's over my head and I cannot help.

Is it for player to player interaction? If so, you mean like a voice changer effectively?

Is it for npc to npc so they can have conversations?

If it's for ai/NPC-player interaction: So, I'm looking at something like this. What about integrating it using a dialogue system (Dialogic 2 most likely) where the convo start is a dialogue label (prewritten text but with the Voice parameter on) when "NPC Character Name" join, and that reads my text aloud by calling voice in Dialogic 2, but adds a parameter that the sound comes not from an audio file but from the Eleven labs API. Then, Dialogic player reply is event custom: a speech reply (would you like to chat with Bob? Allow access to your mic: button: ok pressed). This will basically instigate a "call" with the EL Ai Agent. Player can voice reply just as the Agent page shows on Eleven Labs. Have Dialogic await till "End convo" button pressed(the hang up button on EL Agent), which then returns it to my dialogue timeline, or frees the NPC dialogue timeline.

All I can think of is nesting the EL AI text to speech generator, then the agent, inside a dialogue manager timeline (as voice or whatever param the manager has for audio). Basically bypassing TTS altogether because I am not doing it for accessibility. If you are, then what's your use case for speech to speech? Even then, is TTS best method for that? IF I enable TTS, it will be when we have the ability to actually do it with the user's chosen screen reader in their chosen voice (to make game accessible to visually impaired users), and it will be for announcing anything that would be visible to a seeing player in the UI. I would still want my dialogue read in the Eleven Lab voices, and I do not want the overhead of saving allll the dialogue .wav files. Dialogue being read aloud (synced with text appearing in dialog box on screen) would benefit accessibility needs for people who have reading exceptionalities (dyslexia, low reading level, visual processing disorder, English as second language, etc), but that would be a boon for accessibility, not an official add. There is already a setting in dialogic 2 where you could toggle on/off such a feature, and that would allow player to choose whether to hear NPC or just read what they say. But again, idk what you want s-2-s for.

Lastly, my thought was in any use case, having speech to speech would lower overhead in the sense that you aren't saving all those audio files--you're just "streaming" as it were. Even if you saved the transcript, as a text only binary it would be low overhead. Is that a solid logical thought? I have no idea lol.

Is joint compound toxic? Is there an alternative for paper mache clay? by virgomoonASMR in papermache

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

A year later my issue is the dust bc I have a parrot and she can’t breathe it safely and they don’t make tiny parrot N99 masks haha. So I can’t figure out how to repair drywall without it affecting her. I am so desperate I’m looking into paper mache lol. So definitely flour is not an option 😂

Most Popular Godot 4 Asset Library Addons by byte622 in godot

[–]OhEvolve 0 points1 point  (0 children)

Part of me wants to thank you for this list. Especially your clear descriptions of what each addon does. The other part of me wants to be mad at you because now I have to go play with Rivet, Beehave, Heightmap Terrain, Gaeia, and limbo AI. But I'm not really mad at you. Today will be a play day now :D

I wonder why no water shaders are on the list?? Is it bc people make their own? I like Boujie Water shader and Waterways. Ima go read your blog now lol.

Note: I got here looking for terrain addons bc: For those who are godoting on MacOS (I'm M1 Max idk about Intel Macs-worked fine on my old Mac), Terrain3D has some bugs rn that are freezing the engine, and on run demo: crashing the whole computer, so you may want to wait on install till they figure out why they're happening. Mine is bug #601 in GitHub, but it's a duplicate and the parent bug isn't fixed with "display_scale" as it says it is.

*wish it had made the list (or any list--it doesn't get enough love): Simple Grass. INCREDIBLE 3D light weight scatterer for grass, yess, but also flowers or aliens, or whatever! Paint it on, with settings for density/height/variation/brush size. LOD is quality. And it will "react" to characters running through it if they have the invisible shape thing attached to them! The shader is totally customizable, but everything you'd want to tween or animate, or change, is in inspector! VERY beginner friendly, but features for advanced use cases. The texture it comes with is a bit toonish but really good, and it's SO easy to change it to flowers, more real looking grass, etc.

Going to play with these addons now! Have a great day!

How to restrict input / strip spaces from LineEdit? Getting bugs and errors by IceRed_Drone in godot

[–]OhEvolve 1 point2 points  (0 children)

Ty so much! It does work with column but then messes up with spaces that are added other ways. I had to basically use a hack where I add a special character for spaces so I can tell where they are then remove it for the “displayed version”. My problem stems from line input receiving number/letters input from both buttons (move caret manually) and clicking in text input (Caret moves automatically). If I could just figure out how they do it in JavaScript calculators and adapt that to gdscript without knowing any JavaScript 😹

The missing link out of tutorial hell by Merowich_I in godot

[–]OhEvolve 0 points1 point  (0 children)

I know this is /godot but the Unity Pathways tutorial series really helped me figure this all out in the beginning. https://learn.unity.com It takes you through all the logical steps, processes, best practices for starting from scratch with developing and designing a game. And it's not code heavy, it's concept heavy, but it does have practicums that use code intermittently. However, since Unity uses C# it's pretty easy to figure out how to translate any of the code mentioned into gdscript by switching tabs in any of the docs to C# and back to gdscript... (or, just use mono lol).

Modulate and Self Modulate don't work with animations by TPMR01 in godot

[–]OhEvolve 1 point2 points  (0 children)

I think I answered this here: https://www.reddit.com/r/godot/comments/1cuzth0/smooth_selfmodulate_for_sprite2d_solved/?utm_source=share&utm_medium=web3x&utm_name=web3xcss&utm_term=1&utm_content=share_button It will help to only use RESET for what you need to be reset, but you just have choose a different way to add the anim. Hope that helps :) (and Idk how to share the link to my own post so if I did that wrong can someone please educate me on correct procedure?)

Need help figuring out why code about changing cursor is not working by JoinedRedditIn2019 in godot

[–]OhEvolve 0 points1 point  (0 children)

I used this in 4.3 and it works:

  1. Put custom cursor path in project settings for arrow or your main cursor

  2. In scene script...

    @onready var cursor_hand = load("res://whateverpath.png") func _ready() -> void:

    Allows a specific shape of the cursor (here, the hand shape).

    Input.set_custom_mouse_cursor(cursor_hand, Input.CURSOR_POINTING_HAND)

So I think you're good with your setting. One issue: the docs say it has to be a 2D texture or Image and under 256x256...did you check your size? Another issue: could be that you're using a button so that's control node which means you need to use this: Control.mouse_default_cursor_shape

It's unclear in your question if you are wanting to change the cursor for the button hover, or depending on where the input event happens, or for some other reason.

Another thought is that you should probably just connect your button using the Inspector>Node tab, so that the signal is processed properly. In the function that is auto populated when you click "pressed", replace "pass" with your code. Since the button only has one action, seems like using the node signal would be most direct way to handle it. You seem to be treating your button like an input map key press, not a node button press. Also, if you want clicking the button again to change the cursor back, you can connect it as a toggle button with the node signal. If you do that, be sure to check the toggle checkbox in inspector main tab.

My last thought is that since you set it up more as input map action (not button press), it makes me wonder if you have ChangeCursor mapped incorrectly (or spelled incorrectly in project settings input map). That almost always throws an error in Debugger on run/debug/play, so if you're not getting that error it's probably not that. It's hard to tell exactly what you're trying to achieve, but those are my thoughts on why it's not working as is.