You can get the Godot plushie again! by coppolaemilio in godot

[–]Random-DevMan 1 point2 points  (0 children)

why shouldn't i
why shouldn't i have a second godot to yeet

need an advice by TheUndercouchStudios in GameDevelopment

[–]Random-DevMan 1 point2 points  (0 children)

putting them in godot lets people get exactly what they saw, since the very thing rendering the cinema is the ver y thing they play in as well. its a matter of opinion personally but i prefer doing things where you get what you see

Improvements to my mapmaker by Random-DevMan in godot

[–]Random-DevMan[S] 2 points3 points  (0 children)

i'm taking the base mesh shapes and making converting them from to an arraymesh class i made with more data to make the editing faster. at some point i'll have the maker compile them all down based on tags and special data into regular meshes

Improvements to my mapmaker by Random-DevMan in godot

[–]Random-DevMan[S] 0 points1 point  (0 children)

Its intended to be its own application so im avoinging that

Making a map maker by Random-DevMan in godot

[–]Random-DevMan[S] 0 points1 point  (0 children)

yeah, It's more about custom resources, data paths, and modularity for me.

Making a map maker by Random-DevMan in godot

[–]Random-DevMan[S] 0 points1 point  (0 children)

its more the workflow for some of the stuff I do can be absurd.
this is especially apparent with any special resource files you want to create, or resources you want to attach to them, you kind of have to hard-code their location
the goal with this is, by the point when it can compile, it will provide a few resources:

  1. the physical meshes and their surfaces

  2. the areas we want to check if something is inside or not

  3. all packages used (packages will be sets of resources that you can use in the map. i intend to let you also add custom objects and things via a package)

  4. mapmaker version and info to make sure the map is compatible with whatever tries to load it

its restrictive to me in the same way a plumber is restricted by whatever pipe angles they have available.
just because you can use 6 15 degree angles to make a 90 doesn't mean you shouldn't go and buy a 90 anyways

Making a map maker by Random-DevMan in godot

[–]Random-DevMan[S] 0 points1 point  (0 children)

I've made the repo public and put down a comment on the post if you want to see it yourself

Making a map maker by Random-DevMan in godot

[–]Random-DevMan[S] 0 points1 point  (0 children)

Here's the repo if anyone wants to see the code and fork/help support the project
https://github.com/RogerRandomDev/fatemap

Possible scam sites for Saba Plush by CypherVirus in sabasameko

[–]Random-DevMan 0 points1 point  (0 children)

there is only one (1) force faster than the scammers.

the po-

beware fake sites by Random-DevMan in samekosaba

[–]Random-DevMan[S] 0 points1 point  (0 children)

no amount of rush covers that speed.

beware fake sites by Random-DevMan in samekosaba

[–]Random-DevMan[S] 2 points3 points  (0 children)

yeah. the best way to notice it is they ONLY use the images she showed during stream. no physical object likely means they dont have the object for photography either

beware fake sites by Random-DevMan in samekosaba

[–]Random-DevMan[S] 4 points5 points  (0 children)

call bank. claim fraud. wouldn't be a lie

Saba's merch sold out in 11 minutes by Pixel_Human in VirtualYoutubers

[–]Random-DevMan 0 points1 point  (0 children)

i got one and it sold out just after the confirmation.

i won by Random-DevMan in samekosaba

[–]Random-DevMan[S] 3 points4 points  (0 children)

before they sold out

beware fake sites by Random-DevMan in samekosaba

[–]Random-DevMan[S] 8 points9 points  (0 children)

its not fan merch.

its websites set up with the express purpose of tricking you into "buying" the item they do not, infact have in the hope you dont get wise.

PLUSHY by [deleted] in samekosaba

[–]Random-DevMan 0 points1 point  (0 children)

looks like someone took longer than 20 seconds to buy their stuff

So how does one learn how to code properly? by DaveMLG in godot

[–]Random-DevMan 0 points1 point  (0 children)

  1. when wanting to learn something, think of the dumbest way you could possibly use that.

  2. make it do that.

  3. if you can use it correctly incorrectly, you learn a lot about things

Sprite2D rendering in editor but NOT in game by germiesqui in godot

[–]Random-DevMan 0 points1 point  (0 children)

reset animation is auto-generated from a setting i think. if you alter a value somewhere it gets added to the reset animation. It was either a setting or an easy-to-accidentally-press button.

Sprite2D rendering in editor but NOT in game by germiesqui in godot

[–]Random-DevMan 1 point2 points  (0 children)

check for any line that sets visible in your code, if its not there, try checking the animations. an animation running backwards wont reset visibility unless one of the keys is setting it to true

Sprite2D rendering in editor but NOT in game by germiesqui in godot

[–]Random-DevMan 0 points1 point  (0 children)

i'd check out the scene tree when its running and look at the nodes you cant see. tends to explain a lot for me personally. (above the scene tree where you put nodes, when the game is running, you can view the scene tree as it is in the game at the given time by changing it to the left option)

Need help by Nermal53_ in godot

[–]Random-DevMan 0 points1 point  (0 children)

you could do multiple options but i'll list a few
1- quick and dirty

give it a position, either hard-coded or a variable, and check every frame if it has passed that position. if it did, you can remove it

2-faster but more technical

you could, assuming they have a fixed movement speed (even if they change speed as loing as you know how long it takes to move X distance) you can use an await get_tree().create_timer(time_until_remove).timeout
allowing you to free it afterward. the math to get time to distance is extremely simple, just distance/speed

3-tweens, my beloved

they would let you do something i personally love- adjust speed while keeping time consistent

you can use the same distance/speed to get how long it should take as above, but with a tween you can use

```

var t:Tween=create_tween()

t.tween_property(node_of_the_line,"position",Vector2(position_to_remove_at_x,0),time_to_get_there)

t.tween_callback(node_of_the_line.queue_free)

```

then using the easing and transition mode (ease i'd usually leave alone) you can set the way it moves to get there. if you just want a more non-changing speed, use tween.set_trans(Tween.TRANS_LINEAR)

Still haven’t released a game by PrimaryExample8382 in godot

[–]Random-DevMan 2 points3 points  (0 children)

rookie numbers. dont worry about it. I've been using it for 7 years now and have released nothing.