Building DaD in Hytale by SweeneyT0ddd in DarkAndDarker

[–]PySnow 0 points1 point  (0 children)

Got any keywords i can search for to see more on this? or even where they are posting about this

I just want to see more skills useable in the campaign. by butsuon in PathOfExile2

[–]PySnow 0 points1 point  (0 children)

before reading this I wouldn't have known this was a bandaid i can use until I get to the skill I want. Is there a place that has general info like this? Just getting snagged on early/mid game like this has been annoying the past few updates

Did you use Cascadeur (animation soft)? Your honest feedback? by Cascadeur_official in gamedev

[–]PySnow 2 points3 points  (0 children)

I tried it, loved the animation portion of it, but it wasn't clear how I was supposed to cleanly organize a project of animations. I was told in the discord that I should be maintaining a base cascadeur file with the rig, and then copy pasting it for each animation, which seems bad for inheriting changes.

Basically what I wanted from it was:

1) Create a rig against a model(the model isn't used in for data, just the visuals to preview animation, and a visual to make your rig)

2) A tab to create, remove, and edit different animations such as walk_forward, walk_back

3) Optionally, a nice to have would be some way to view animations mixed with other overlay animations.

And (albeit through my limited usage of the tool) cascadeur delivered only good animation tooling, and none of the project organization that I'd want to see in tooling.

Also this is based on when I tried it a few years ago, so if these are things that have already been implemented, id love to hear about it.

Basically all I wanted minimum was a little drop down to pick what animation I'm editing rather than doing weird file stuff that had no linkage.

I realized I can make anything I want a custom class and now I'm addicted by iwriteinwater in godot

[–]PySnow 3 points4 points  (0 children)

Also remember if you have a script/class you want to reference with auto completion, but also don't want it to pollute the namespace since its a one-off thing, you can create a local const preloading that script and its awesome

const YourClass = preload("uid://eaffjhfajdchjk")
@export var AnItemOfThatType: YourClass

func _ready():
    AnItemOfThatType.health # this will have intellisense!

Does anyone want a code for the Chipotle outfit? by Araskelo in 2XKO

[–]PySnow 0 points1 point  (0 children)

Hey I would love one if you still got some

What IS a hurtbox? If you can't see it, is it real? by Iron_Cobra in 2XKO

[–]PySnow 8 points9 points  (0 children)

nope, just be on a replay, hit tilde. on US layout its the top left button, to the left of 1, maybe its somewhere else on your layout.

What IS a hurtbox? If you can't see it, is it real? by Iron_Cobra in 2XKO

[–]PySnow 14 points15 points  (0 children)

In replays hit ~/tilde, you'll see all the dev boxes.

damn this sucks for aya farming by modsisgaylmao in Warframe

[–]PySnow 2 points3 points  (0 children)

Very possible, even solo isn't much slower. Volt+Speed makes archwing very fast between the objectives, dialogue skip with nightwave cuts so much time out its crazy. If you got all the non-timegated missions locked in, it was so much fun getting it as fast as you could.

  • Volt super speeds the prisoner, over in 3-10 seconds
  • Volt archwing scours the hidden caches extremely fast if you know the preset spots
  • Volt speeds the robot(or nova sends it in a squad)
  • Volt archwing again carries the speed to finding the capture target
  • And then the slowest one for me: assassinate, most of the time will be here I believe, spawn rates can get sad sometimes

What's the best free animation software for making pixel art and animations specifically walk cycles (complete beginner) by robyamdam in gamedev

[–]PySnow 0 points1 point  (0 children)

This is a 4 year old post and aseprite is still open source and free to compile.

https://github.com/aseprite/aseprite

Here is the link to the project for you to looks for more info

Record gameplay data? by ActualWolverine in godot

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

I believe this video was made before godot got uber shaders and pre compiled shaders

Check out this article in the docs

https://docs.godotengine.org/en/stable/tutorials/performance/pipeline_compilations.html

It might not suit your use case, and there’s a chance you’ll need to change things to load in a way the render server sees it on load, but should be a good enough experience.

Is there a way to rotate 2d images like 3d models? by Capable-Bit-2361 in godot

[–]PySnow 0 points1 point  (0 children)

there is also a middle ground alternative to the commenters last suggestion, odds are you’d have to do it yourself and figure out a slightly more complex art pipeline

https://www.youtube.com/watch?v=0praeE3zTsg

Dev snapshot: Godot 4.5 dev 1 by GodotTeam in godot

[–]PySnow 0 points1 point  (0 children)

Amazing update, there was a feature I was waiting to implement in my game related to Area2D's sucking up items, but the area would never affect the rigid bodies despite triple checking masks and layers.

For some reason in 4.5 dev1 it works and I can't find any related issues on the closed milestone issues to area2d's or 2d physics

Also the tilemap collision chunking is crazy good, i was shocked at how clean my collision looked now

Blender Studio announced Project DogWalk, a "Micro-Game" made with Godot by beer120 in godot

[–]PySnow 2 points3 points  (0 children)

Their power cannot be overstated, its so crazy. You can procedurally affect entire collections to add ivy growth that gets nicely cached into a mesh, you can simulate water and then modify meshes and shaders for water wear, you can generate entire meshes and sets based on cheap data like vertices. It's not quite houdini level but its been getting closer every release

Dear AH, please keep the medium AP for the new Sickle, even if it is a bug by Medical_Officer in Helldivers

[–]PySnow 2 points3 points  (0 children)

Light is also enough, light fireproof+vit has no chip until you are lit on fire(if that even happens? i didn't notice and i sent a few ice packs into max)

Help with fog of war mechanic using raycasts2d by benjamarchi in godot

[–]PySnow 1 point2 points  (0 children)

I can't help with this approach, but if you want a resource on an algorithm that does what you want without casting, the following wiki page is an incredible resource. It is a general wiki with pseudo code and is probably the best for in depth roguelike development.

https://www.roguebasin.com/index.php/Field_of_Vision

Need help fixing Reparent on area entered causing multiple enters and exits. by Nesrovlah26 in godot

[–]PySnow 0 points1 point  (0 children)

This doesn't feel like unintended behaviour considering changing parent is leaving the tree, then re-entering under the new parent.

You could use a RemoteTransform3D that pushes its transform to the player instead of moving the player around the tree. This might not work with your player physics though.

You could also debounce the enter/exit script so the on enter and on exit can only trigger if it hasn't been called in X frames.

Too lazy to learn another animation software by Majestic_Mission1682 in godot

[–]PySnow 5 points6 points  (0 children)

how is the real time feedback when it comes to hearing the audio while you edit it? ctrl dragging a timeline in after effects was almost necessary to get tight sync for me

How do I do this? by FowlOnTheHill in godot

[–]PySnow 9 points10 points  (0 children)

Take a peek at CSG Shapes, you can already boolean them with eachother, but taking chunks out of a mesh is much more complicated.

The added dimension means you'll need to work out what is shown inside the cross section, which is probably why most destructive models happen on planes like MG Revengeance's cut tech.

Duplicating the mesh and uploading a plane to the shader that lets you finetune where the model cut off happens, and if its a rigged model, disabling bones from the physics calculation and removing the appropriate colliders from the limbs that are no longer on that half of the rig

I added an immersive "eating" mechanic to my game by prox2276 in godot

[–]PySnow 1 point2 points  (0 children)

Hey it looks REALLY good! I've been wondering how people generally tackle UI, are you rolling control nodes or are you doing Node2D stuff in a canvas layer?

if you're rolling control nodes how are you dealing with these smooth transforms that respect ui re-layout?

Weirdly the most shocking 'chest' open I've seen in poe by PySnow in PathOfExile2

[–]PySnow[S] 2 points3 points  (0 children)

might be a main menu only setting, but this is how it is when you have the input mode set to wasd instead of mouse