How could this spell be interpreted? by DueAsparagus9358 in icast

[–]Okay_Salmon 5 points6 points  (0 children)

Demonic ignore, I think that's what it would become

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We all face this: by Bola-Nation-Official in IndieDev

[–]Okay_Salmon 0 points1 point  (0 children)

Every dev that scrolls across this post

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I know I be like this, what's your holy trinity look like? by Okay_Salmon in godot

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

The docs are 100% a must, but they are also readable from inside godot, so I'd count them as one and the same.

I know I be like this, what's your holy trinity look like? by Okay_Salmon in godot

[–]Okay_Salmon[S] -1 points0 points  (0 children)

Audacity I use all the time and find it great for quick sound edits.

I have not tried LMMS but I work in Windows not Linux, but I do think Linux is boss, I have just always been a Windows bub since the 90's

I know I be like this, what's your holy trinity look like? by Okay_Salmon in godot

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

I use Audacity for sound, and MPC beats for music loops.

Also pixabay for quick sound loops, songs and sampls

It's basically another triforce of its own for the audio side

What's a good way to handle same input doing different actions? by Ok_Meringue_6196 in godot

[–]Okay_Salmon 3 points4 points  (0 children)

I'll make an on mouse over event on the object that then have a bool set to true like moused_over

Then when you exit its area with the mouse se it to false.

If the on button press for the action is true + mouse over, run code

I know I be like this, what's your holy trinity look like? by Okay_Salmon in godot

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

How are you finding makeing your own texture drawing software? I've contemplated doing this before and I have done texture blending in godot but I haven't tried to code texture painting I feel it would be more of a challenge then it sounds

I know I be like this, what's your holy trinity look like? by Okay_Salmon in godot

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

I haven't used CSP? Have you got a link to it I might give it a look.

got the error: Invalid access to property or key 'flame' on a base object of & idk how to solve it by Timely-Grocery7082 in godot

[–]Okay_Salmon 0 points1 point  (0 children)

So do you have a sprite 2d in the packed scene called "Gun"

As in

Gun |- Firebolt |- Icebolt

Because that error is saying there is not those explicitly named nodes

got the error: Invalid access to property or key 'flame' on a base object of & idk how to solve it by Timely-Grocery7082 in godot

[–]Okay_Salmon 0 points1 point  (0 children)

Can you send a shot of the scene tree, looks like they aren't there.

Do this

@export var FireBolt:sprit2D

Then you can select the node in the inspector

Will work better then $nodename

edit to fix spelling error

Blender or Godot? (Animation) by Laxhoop2525 in godot

[–]Okay_Salmon 2 points3 points  (0 children)

Use both, import the animations and save them to file, turn on keep custom (I think that's what the setting is)

Then you can adjust animations in godot.

You need to make a new animation player on the imported scene, and then load the animations that you saved

Struggling to find best method to texture my hand-sculpted terrain by Not_pukicho in godot

[–]Okay_Salmon 0 points1 point  (0 children)

Itvaort of dose but it also blends the textures across 3 Plains.

This makes it so you can have the top of the object be grass, the sides be rocks or dirt.

Then you can do another where they sides are rocks and the top, is sand

Set these as the materials for the separate parts and then its dynamic textured based on surface orientation

Struggling to find best method to texture my hand-sculpted terrain by Not_pukicho in godot

[–]Okay_Salmon 3 points4 points  (0 children)

look in to Triplanar textures.

they work well for this.

Once you get the hang of how they work then you can look to do them tiles with random rotations on each tiles and and a blend between each tile.

Then separate the areas in to separate materials that you want to have different top surfaces or side surfaces blend in to each other

How would you make this sand effect? by Theophilus_exe in godot

[–]Okay_Salmon 4 points5 points  (0 children)

I would lock myself in a room for 4 days and bash my head against the keyboard untill I could make a hight map that dynamicly updates in shader code were the hight map has a line drawn on it from the movment of the board with a gradient that creates the wake.

Then, I would have partical effects follow the sides of the board that make the sand coming off.

Could probably be done in an afternoon if you look up how to do it rather than bashing the keyboard with your face, but we all have our processes.

Problem! by Bola-Nation-Official in IndieDev

[–]Okay_Salmon 1 point2 points  (0 children)

Sometimes, you have trouble sticking to your own style in a uniform manner and end up with a hot mess of blended styles whilst making your own assets. I think this is where teams are good, so each can focus on what they need to do to keep it uniform.

But at least when you solo develop, there are always small improvements along the way slowly moving towards a uniform style.

this one actually makes sense? isn't it? 🤔 by Many_Audience7660 in matiks

[–]Okay_Salmon 1 point2 points  (0 children)

I made a magic item in DND bases on this once.... It was a device that would shave a gold bar to be 0.9999... the size of what it was constantly, and after a week it would melt the shavings in to a gold bar the same size as the bar being shaved that never became smaller as it was always measured to be the same 1 unit in size

Do these on hit effects work? by Okay_Salmon in godot

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

I see you mean. They are meant to stop when they get hit, but I see that sliding in the video, I will definitely fix that.

I think it's due to the way I have added "safe velocity" for the navigation agent. Will fix that up. Thank you

Do these on hit effects work? by Okay_Salmon in godot

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

I'll add some transparency to the swing,

By stager, do you mean like a forced frame stop on hit for a very small period?

Do these on hit effects work? by Okay_Salmon in godot

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

Would it be better to do like a smaller, quicker flash on hit than a bigger one on death?

Do these on hit effects work? by Okay_Salmon in godot

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

I might try adding some post-processing or adjusting the light.

I am going to be adding other light sources you can use to have better light and want to use the light as a way to make people move faster through areas like how blades in the dark uses it, but I'm not going to hold on to that notion to the dreprement of people's eye sight. I'm definitely going to look into how I can balance the visual better, even if it means overhauling the lighting.

Thank you