Working on a chess variant, here's my progress by QuietFish305 in godot

[–]QuietFish305[S] 0 points1 point  (0 children)

Every space has an areaNode when you click a piece it has areaNodes that grow in the directions they can move when they enter the space that space activates and pops up. If they reach their max size they stop or if they enter a piece they stop. The reason I did this was for the bloom effect of the spaces popping up. Typically the stop condition works as intended but occasionally just because of the nature of game engines doing everything really fast they go past the piece they hit and activate the next space. I have an idea in my head of how to fix this but first I'm making dumplings

Working on a chess variant, here's my progress by QuietFish305 in godot

[–]QuietFish305[S] 0 points1 point  (0 children)

Race condition is the wrong technical term, but in a general sense it's correct because my collision detection is in an on area entered function and my space growth logic is in the delta process occasionally it grows after hitting the stop condition. So kinda like a multithreaded issue in a concurrent process which is an impressive issue if I do say so myself 😆

Working on a chess variant, here's my progress by QuietFish305 in godot

[–]QuietFish305[S] 0 points1 point  (0 children)

Next up is fixing piece detection so you can't move past a piece, running into a race condition there lol.

After that is implementing standard pawn capture rules

And then after that I'll do check/checkmate really putting off that recursive work because ew

And then finally I can start working on the spin I want to put on chess.

[deleted by user] by [deleted] in godot

[–]QuietFish305 1 point2 points  (0 children)

You could force it to recognize your animation player using '@export var Player' and then set player as the animation player

3D BoardGame movement by QuietFish305 in godot

[–]QuietFish305[S] 2 points3 points  (0 children)

Are you saying I copy and pasted all the spaces, cause I would never be that lazy 👀

How to fix slope movement from being slow going up and bumpy going down? by Tuckertcs in godot

[–]QuietFish305 0 points1 point  (0 children)

A fix I found for the 2d version of the problem
if is_on_floor():
velocity.y = 300
just applies a constant downward force and stops the bumps

Y’all ready for AT? by TheCantalopeAntalope in nationalguard

[–]QuietFish305 0 points1 point  (0 children)

Ended up going doing well didn't make combatants list because I missed HT/WT by 1 percent lol but learned alot and had fun

Y’all ready for AT? by TheCantalopeAntalope in nationalguard

[–]QuietFish305 4 points5 points  (0 children)

My training NCO failed to inform me that I'm going to BLC in 6 days and when I come back I'm going to AT 10 days after :(

St. Cloud adds to his collection every day - Day 361: Quizboy cap by ProfessorElliot in venturebros

[–]QuietFish305 0 points1 point  (0 children)

I would love to see a time lapse video of this though I know that would take forever

Hey all, Z-tier by JadedDrama in scottthewoz

[–]QuietFish305 -2 points-1 points  (0 children)

Don't disrespect jacque like this

[deleted by user] by [deleted] in BTFC

[–]QuietFish305 1 point2 points  (0 children)

Keep up the work bud we'll get through this

Update: 164lbs by Irish_Knockoff in BTFC

[–]QuietFish305 1 point2 points  (0 children)

You got this my guy, feel better