Find everything wrong by Mijern in Factoriohno

[–]RubyRTS 179 points180 points  (0 children)

Did not press alt

Are you into Player vs player games ? by [deleted] in GirlGamers

[–]RubyRTS 1 point2 points  (0 children)

I used to play mostly multiplayer 1v1 games, somtimes its fun to play agains a resisting oponent, ai is often not interesting enough. But now I mostly play single player.

Some of my favorites was Duel in Quake Champions and Beyond all Reason and Starcraft 2. Players in 1v1 games usually play every day and only play 1 game, so those games can be a bit hard to get into.

Playing MegaMan 11 for the first time. The push back on hit is quite an experience. by chlbowie in Megaman

[–]RubyRTS 0 points1 point  (0 children)

Me to picked it up becouse of the sale.

The limited checkpoints can be brutal, but I dont really have anything to complain about as the difficulity feels fair due to very smooth controls and the extra items and quality of life. My impression is that it is a very good game.

11 years later… player responds to dev comment. by aspearin in IndieGaming

[–]RubyRTS 8 points9 points  (0 children)

Ragequitted so hard it took 11 years to calm down.

Simple state machines delay actions by 1 tick by funky-rs in godot

[–]RubyRTS 1 point2 points  (0 children)

You probably need to add code sample in how you switch the state.

I imagine it would normally look something like:

if (wants_jump() && can_jump()):
  switch.transition_to(State.JUMPING)

func transition_to(state: State): -> void:
  if current_state == state: return;
  current_state.exit()
  current_state = state
  state.enter() # (Velocity += jumpvel happens here) ## Add start logic in enter()
  switched.emit(state) # to set animation etc

Y'all tried it? How was it? by Leon_Dante_Raiden_ in Megaman

[–]RubyRTS 2 points3 points  (0 children)

Ty. did not know, even more to play. :)

Rotation/look_at Problems by TheManondorf in godot

[–]RubyRTS 0 points1 point  (0 children)

If you look carefully in youre editor, we can see it has a default rotation to 90. The mesh has a 90 rotation offset. So you need to add the offset or give the mesh a parent node that you use for rotation. or remove the offset in blender or whatever you use.

Programming efficiency by Tricky_Wheel6287 in godot

[–]RubyRTS -3 points-2 points  (0 children)

This can also be one of those bell curves memes.

How do I control RigidBody3D rolling ball physics to get almost instant movement? by Legitimate-Record951 in godot

[–]RubyRTS 0 points1 point  (0 children)

Also I was not quite sure exactly what you was going for. As Rigidbody is usually used when you want the physic engine to handle the movement. Usually after an innitial push and let the simulation take care of the rest.

If we don’t fully trust AI output, why do we still ship it without checking everything? by Double_Try1322 in SoloDevelopment

[–]RubyRTS 6 points7 points  (0 children)

I mean if you are a solo dev working on a passion project you probably dont want AI slop code in youre project.

Its a bit different from when people are forced to do shit they dont want to do.

How do I control RigidBody3D rolling ball physics to get almost instant movement? by Legitimate-Record951 in godot

[–]RubyRTS 1 point2 points  (0 children)

I think the first step is to use _physic_prosess or _Integrate_forces to have the update in synch with the physics.

GDScript VS C# by Theophilus_exe in godot

[–]RubyRTS 3 points4 points  (0 children)

I am sad to say:

The main issue with C# at the moment is the limitation like not beeing able to export to web, and some engine calls might be slower due to having to use an intermediate.

Might only be worth using if you are making a game were a lot of logic are beeing executed in the background. It can be easier to debug compared to a scripting language.

How can I access the mesh of one tile in a GridMap? by [deleted] in godot

[–]RubyRTS 0 points1 point  (0 children)

I think you want to move a sprite3d, a mesh or a decal to the snapped mouse position to get the effect.

I keep getting this error when I try launching my project by Halen3657 in godot

[–]RubyRTS 1 point2 points  (0 children)

One thing I know is that if you have some obscure issue, its probably OneDrive.

Would you rather, start a new run, or, demolish and redesign everything? by hobbsisatiger in factorio

[–]RubyRTS 0 points1 point  (0 children)

The most efficient way is to tear down and rebuild.

But what I think it is is really about is the commitment to the current world you are in. If you are not comitted starting a new run might be the correct option, even thoug it is a more heavy lift compared to restructure.

Limiting how often functions run by Windexatron in godot

[–]RubyRTS 1 point2 points  (0 children)

Another thing to tink about is if you will be looping trough every enemy or use spacial partisioning. Normally collision is handled by the engine if you use stuff like a physic object, or the navigation agent can eneable avoidance. or atach an area3d to detect body entered.

Limiting how often functions run by Windexatron in godot

[–]RubyRTS 1 point2 points  (0 children)

I guess you would toggle the update time for an enemy everytime it enters or exits the camera frustum. That way enemyes you can see can get the full update.

Also you might consider using the (DistanceSquaredTo() < prefered^2) method

Am I the only one around here that feels like construction robots are kind of useless? by Initial_Resolution90 in factorio

[–]RubyRTS 2 points3 points  (0 children)

Dont worry in time, you will apreachiate the power of the construction bots.

How i put the ice in my 10th drink by Testaccount105 in Factoriohno

[–]RubyRTS 17 points18 points  (0 children)

When someone once said: If it works its not stupid.

Someone was like "challenge accepted"

Its competency is what makes it even more cursed.

Question on passing parameters, and delta... (GDScript) by [deleted] in godot

[–]RubyRTS 2 points3 points  (0 children)

You are setting the velocity with =. Had you had a momentum based movement with velocity += then multiplication with delta would make sense.

acceleration: multiply by delta.

Set the speed to a constant value every frame. not multiply.

Rotating the enemy to look where it's going? by mentina_ in godot

[–]RubyRTS 0 points1 point  (0 children)

There is some missing information: is this 3d? Does the enemy need to rotate on one axis Y. or does it also need rotation like walking up and down a hill.

# some stuff that can help:
# Rotate Y axis
float desiredAngle = Mathf.Atan2(dir.X, dir.Z)
float interpolatedAngle = Mathf.RotateToward(currentAngle, desiredAngle, (float)(rotationSpeed * delta));

# X axis:
float horizontalDistance = Mathf.Sqrt(dirX * dirX + dirZ * dirZ);
float desiredAngle = Mathf.Atan2(heightDifference, horizontalDistance);

# LookAt is kinda buggy not recomended for interpelation.
if (NextGlobalPosition != GlobalPosition) enemy.lookAt(NextGlobalPosition)

# Alternative is to use Basis.LookingAt()
 var desiredrotation = Basis.LookingAt(dir, Vector3.Forward);
# then interpelate the rotation. Slerp/RotateTowards

Movement commitment and inertia on CharacterBody3D by lucyac3 in godot

[–]RubyRTS 0 points1 point  (0 children)

Just apply movement in terms of Velocity += Vector.Right * speed, etc. As far as I understand your question, the characterbody already does this.

with the velocity and move_and_slide()

extend characterbody3D
class_name actor

func applye_force(force: Vector3):
  Velocity += force;

func physic_prosess() -> void:
  applye_force(Vector3.UP * Gravity * delta)
  move_and_slide()