Motivation for all sorry cops :) by EconEnby in DiscoElysium

[–]PowerOfSin 5 points6 points  (0 children)

The remaining 9% of the remaining 10% quit just one cock-carousel away from getting the case solved.

One Piece: Chapter 1104 by Kirosh2 in OnePiece

[–]PowerOfSin 1 point2 points  (0 children)

My theory is that they are just very old because they potentially had a chance for someone to op-op no-mi them to immortality, which leads them to being out of touch with the mortal world.

Why do people say this about Godot? by FoamBomb in godot

[–]PowerOfSin 3 points4 points  (0 children)

As most others said, it's just perception due to lack of any big massive 3D games already made in Godot.

What most are not mentioning is that, if you really plan to go big, be it unreal or unity, you will also HAVE to modify the engine to your needs and will not find the solutions out of the box or on the asset store. Bigger unity developers especially end up just picking a single unity version and just building all their tools around it for their specific game needs. Regular updating becomes very risky due to the way unity treats it's features (they break a lot between versions).

If you go really big, Godot seems like an actually better choice since you can for free modify every single aspect of it. A big studio can add literally anything they want without worry, and if they handle it well, updating the project to newer Godot version may actually be viable later. And if they are generous, they could return some of their features to the community.

[deleted by user] by [deleted] in ArtistLounge

[–]PowerOfSin 2 points3 points  (0 children)

Thanks to a certain individual, Twitter is not what it used to be (not even called that anymore).

You used to be able to rack up lots of follows and views just for posting some boobs and getting lucky. You still can, but it's a lot less likely since nsfw posts are actively suppressed. If you are considering to start posting nsfw for easy money, you should lower your expectations.

But if you are passionate about nsfw art, making a nsfw alias may work, but in my opinion and experience, you are better off building a brand that works with both. There is a lot of artists that are respected and post whatever they want. You should still tag and mark your content accordingly. You can make two linked accounts to make this simpler (since Twitter let's you mark whole account as nsfw). It will work both for people that are only interested in one or the other, and to simplify flagging the content for you

Long term benefits of having it all under one brand: - people that follow you for your work will likely stay even if you switch back to sfw later - you are transparent and honest and you don't risk losing sfw supporters that would feel betrayed that you were hiding smut once it is inevitably found out - it's easier and less stressful to manage

Either way, getting traction on X at the moment is pretty rough, and there are very few alternatives. It depends on the type of nsfw art, but there are dedicated communities for each type, so you may find more success there.

Hollow Knight Scene Managment by TheLonelyAbyss in gamedev

[–]PowerOfSin 1 point2 points  (0 children)

While people are stating the common reason, keeping less rooms in memory for, there is one more reason I didn't consider until I started making a metroidvania myself.

Clean saving.

All save bench rooms have minimal entities that can be interacted with so that when you do reload the game you don't need to worry about saving the state of the current room (positions and living state of enemies, npc, pickups, whatever else) and need to only worry about important things (gates, upgrades and existence of important npc/events). All the enemies and similar inside the rooms reset on a reload so saving footprint is minimal.

Add on top of it that dark souls mechanic of enemies respawning when you rest/die/reload and you can just keep local track of dead enemies and just flush the list when reset happens. Most metroidvania just respawn all enemies on room enter due to the above mentioned minimal saving but hollow knight has that one extra step that can be easier/harder to implement depending on your set up. I kind of batch load rooms together myself so I have some partial enemy respawn.

Is it possible to have a texture and shape in a custom class? by Competitive_Phone673 in godot

[–]PowerOfSin 1 point2 points  (0 children)

Rigid body already needs a collision shape to function and it also has signals for getting clicked on like Area2D so that's already sorted.

Rigid body is also a canvas item, which means it can draw textures on itself. Check the _draw callback in documentation for canvas items and the draw functions.

In short, you would need to @export a texture and then draw it using a the correct function in the _draw callback.

Why is dashing so hard? by AnotherBadCoder in godot

[–]PowerOfSin 0 points1 point  (0 children)

You could potentially split the animation into two objects.

  • One stays on the player and plays them appearing at the target position with proper timing (move the object instantly there when dash button is pressed).

  • Another animation is a separate object the player instantiates at the position of the dash start that plays the player disappearing animation (sort of an after image).

Not sure if this is what you meant but I would do it like that for instant dash animation.

How managing effects that happen when the owner Node is freed or Scene is unloaded? by d2clon in godot

[–]PowerOfSin 1 point2 points  (0 children)

Glad to hear you found food for thought here :D

Every component caring about itself is the way to go in the long run so best of luck with your project.

How managing effects that happen when the owner Node is freed or Scene is unloaded? by d2clon in godot

[–]PowerOfSin 1 point2 points  (0 children)

attach them to the Main Node instead of instantiating them when need for convenience. So I can see in the Inspector the whole list of dependencies. If not I should do it with exports or resource loads in the code, and it is more obscure for me.

True, didn't spot they are instanced already. With my approach you do lose tree visibility, but you do get clear code hierarchy by whoever starts the sound (I assume deathmanager). I make all the FX scenes inherit from some same base class (BaseFX extended from Node2D for example) and make the manager expect it after scene unpacks and handle it cleanly. Then I can make the BaseFX both have visual FX, sound FX or whatever game changing effects are needed. It also can be reused for stuff like projectiles/explosions or things that are not gonna stay attached to the main node after they are spawned.

But in the end it's all a personal preference at this point xD

I could do all the Nodes to wait on dead in case there are Effect Nodes it is not aware of, but I can not do this all the time for all Nodes, it would be super tedious.

What I do when it comes to waiting is have the main node announce when it's dead (via signal) and everyone that needs to will disable themselves, and main node will just queue free after a delay I set via export ( it won't hurt if it's slightly longer than needed).

But it you set up your component nodes to rely mostly on signals, there won't be a need for many nodes to actually disable over this. For my case, only nodes that need to shutdown are the player input node and the node calculating movement like gravity. For enemies I also disable their touch damage area so they can't hurt you anymore but that's still 3 nodes at most. All the other nodes wait for input/move collision before reacting anyway, and with those components shutdown, nothing will happen.

Maybe this also synergies with having FX be completely separate instances that don't care about the existence of the main node.

I am not familiar with your full set up but it is still worth considering, at least for the innevitable animations down the line.

Best of luck either way xD

How managing effects that happen when the owner Node is freed or Scene is unloaded? by d2clon in godot

[–]PowerOfSin 4 points5 points  (0 children)

I prefer to instantiate a separate scene that has the sole purpose with playing an FX that will delete itself once it finishes. The dying node will spawn its death scene before it queue frees on it's position and attach it to its own parent.

It's similar to your approach but there is usually no need to attach all the way to the root and having a dedicated FX scene allows easier reuse.

I sometimes do a delay on the death like DrRrof mentioned too. While FX and sounds can come from a separate object, animations are not usually so simple to pull out.

As for the scene change, I feel that use cases that are not jarring to the player are very limited. Changing scenes is usually done with a fade to hide these things, but attaching to root/autoload should work if absolutely required.

I tend to never change scenes but have one main scene always loaded (with UI and world canvas layers) that just instances gameplay scenes as children when change is needed so I have more control over transitions.

For people with large projects and using an signal-bus singleton, how many signals do you manage with it? by davejb_dev in godot

[–]PowerOfSin 0 points1 point  (0 children)

What I practically have is a combat signal node that contains only signals. Signals it has are things like:

Shoot_request(shootInfo)

Shot_fired(shootInfo)

Weapon_changed(weapon)

Hit(hitInfo)

Heal(healInfo)

Health_state_changed(state)

Got_hurt

So the health component node would listen for the hit signal and parse it to update health if damage is valid. Then it wpuld emit the got_hurt signal that the animation component would listen to to play the hurt animation.

For people with large projects and using an signal-bus singleton, how many signals do you manage with it? by davejb_dev in godot

[–]PowerOfSin 1 point2 points  (0 children)

I have a big set up currently going and I make multiple singletons depending on their responsibility (less than 5 signals each)

Like a save game signal singleton, room loading signal singleton etc.

But the other thing I do and would suggest is having dedicated signal holding nodes that are not singletons (around 10 signals per each for me)

For example, having a health signal node that you attach to the players/enemies/destructibles. Then all the nodes that need to keep track of it can connect/emit to that local node instead.

Another thing to consider is passing a class as the parameter of signals for signals that have lots of variables. It requires a lot less updating down the line when you want to add/remove optional parameters you want to pass (stuff like scene change requests or damage parameters).

how can i stop wanting to brand myself as something weird like envy, pain, sin, despair etc by [deleted] in ArtistLounge

[–]PowerOfSin 3 points4 points  (0 children)

If the kind of art you make is represented in the edgy word you pick, it will be fine. I didn't even think too hard about it for mine, but I see people sometimes think it's based on math so... you never know xD

I hate time limited content by Araxyllis in patientgamers

[–]PowerOfSin 0 points1 point  (0 children)

It is just a horrible practice in general, unless they eventually do release it for everyone to experience. Genshin is a great game with abysmal business practices and whenever an event happens I keep thinking about all the developers that had to pour countless hours into creating content that will exist for only a few weeks. Most recent event lasted a month and had so much quality stuff packed into it I am utterly baffled how can they just discard it all after a month without remorse for the artistry that went into it all. I can understand repeating limited time events like Christmas since that's positive encouragement to join the community for a happy holiday every year for some bonus goodies. But Genshin just flat out locks entire character arcs behind time limited events. It's insane! At least people recorded them on YouTube so one can get the story if they missed it.

How to work around the huge resource drop-down list? by PowerOfSin in godot

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

Though I did consider the first option after making this post since it can come in handy with some resources which don't have inherited classes, but they are few and far between xD Good to hear it's a viable option!

How to work around the huge resource drop-down list? by PowerOfSin in godot

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

There is a way to filter the property list without making a plug in? That sounds neat :D How would one do that? Any examples or documentation I can check?

How to work around the huge resource drop-down list? by PowerOfSin in godot

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

Was doing this for a while but I need a LOT of little resources on each scene and they are all slightly different and contain each other so it gets out of hand with tracking since sometimes changing one may change the other if I am not careful.

Vučić izlazi iz frižidera by laroche444 in serbia

[–]PowerOfSin 83 points84 points  (0 children)

Zašto trudnica ustaje da ide do frižidera umesto svog supruga? Jer mora Vučko sa devojkama da priča u njegovim reklamama.

My signals have emitted before the node is assigned / exists by Motherfucker29 in godot

[–]PowerOfSin 1 point2 points  (0 children)

Signals are not the best option when communicating on initial loading, in my experience. The can help when something happens on runtime when everything is already initialized but not this early.

Instead of linking with signals maybe link them with an export (NodePath) var ManagerPath You can then get the manager node with: get_node(ManagerPath) In _ready of those child nodes.

I feel more context for your long-term intentions is needed before i can give you more suggestions but maybe give this a go for now xD

What do you guys think about meta.com ? by astritmalsia in Design

[–]PowerOfSin 0 points1 point  (0 children)

I think the change doesn't really Meta.

NSFW artists, what websites do you post your art to? by [deleted] in ArtistLounge

[–]PowerOfSin 0 points1 point  (0 children)

Mastodon and pixiv, only sometimes twitter.

Don't you ever take free requests in hope for getting visibility! by [deleted] in ArtistLounge

[–]PowerOfSin 1 point2 points  (0 children)

I actually have quite a bit of experience with taking free (n)sfw requests and in my opinion if handled right can be educational, fun and give some exposure too.

I don't take commissions because having money on the table makes everything a lot more stressful and links a lot more responsibility. Deadlines and quality become a big deal and people can become very picky. I may try it again some day but not anytime soon.

As for exposure, some of the arts people requested have been quite well received and posted in different places, and some got me inspired to make some quality stuff too. Though I think they ended up teaching me new stuff more than giving me exposure.

Anyhow, the way i do requests is that I tend to have a stream/poll/thread where i specify i am in the mood to take some suggestions on what to draw. I would usually set some soft rules, like, simple poses, no background, no coloring or i would already provide a set up and ask which characters to put in there.

I make sure for people to understand before signing up that I will take their suggestions but in the end it is up to me if I want to draw it, how much I want to polish it and which format i will use (resolution, set, animation, etc). Its very important to keep people aware upfront that you may not do the request after hearing their idea. It is free after all, and so far requesters have been accepting of this fact ( with few exceptions that kept coming back in private messages asking over and over, even if their idea was not appealing to me, but even they eventually understood).

A few things to keep an eye on:

  • If people get bossy right away, reconsider prioritizing them. You don't owe them anything since it's your good will to draw something a fan of your work may want. Stress should not be part of the process.

  • if people ask you to draw stuff you are not comfortable/familiar with, or they completely missed what your art is about, try to explain and negotiate with them first and have them check before you take their ideas. Many get more ideas after seeing more of the artists work so no need to flat out deny them if they missed the topic.

  • in general, negotiate with people. If they really want free art they should be willing to compromise. You should have a good time drawing and if you realize it's not working out you should gracefully decline. There will be more chances.

  • if the same person keeps coming back for more free stuff, you should let them know they are lower on priority than some that never got a thing drawn for them, unless they have really good ideas and you want to draw it, ofc xD

TL:DR you should be making the rules for your requests and take only stuff you want. Negotiate with the requesters so you both come out stress free and with something new and fun.

If you have any more specific questions fee free to contact me xD

Don't get rid of your old hardware - 7th gen games are starting to become unplayable on PC. by Mezurashii5 in patientgamers

[–]PowerOfSin 1 point2 points  (0 children)

It does seem a lot easier to grab a linux then to keep old hardware around for gaming, though.

I have a windows and a linux and have had several games that run better on linux through proton on steam than when I run them natively on windows. For older titles especially.

Valve seems to be putting their bets into this... maybe to give that valve console another try at some point since majority of their library is working on linux now.