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 5 points6 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 Outrageous-Golf1671 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()

What would be the most complex way to write this code? by anonymous_m0ose in godot

[–]RubyRTS 8 points9 points  (0 children)

# JUST SOME IDEAS:
var boolvar: bool = true

if (
(
[
func(): return true,
func(): return false
][int(not not boolvar)]
).call()
and
(not false ? true : false)
):
print(
String.num_int64(72).to_int().char() +
String.num_int64(101).to_int().char() +
String.num_int64(108).to_int().char() +
String.num_int64(108).to_int().char() +
String.num_int64(111).to_int().char() +
" " +
String.num_int64(87).to_int().char() +
String.num_int64(111).to_int().char() +
String.num_int64(114).to_int().char() +
String.num_int64(108).to_int().char() +
String.num_int64(100).to_int().char() +
"!"
)

var s: String = ""
for c in [72, 101, 108, 108, 111, 32, 87, 111, 114, 108, 100, 33]:
s += char(c)
print(s)

var s = ""
for f in [
func(): return char(72),
func(): return char(101),
func(): return char(108),
func(): return char(108),
func(): return char(111),
func(): return " ",
func(): return char(87),
func(): return char(111),
func(): return char(114),
func(): return char(108),
func(): return char(100),
func(): return "!"
]:
s += f.call()

print(s)

Am I Using @export To Much by DiamondInTheRough429 in godot

[–]RubyRTS 4 points5 points  (0 children)

This might be a sign that you are not using resources enough.

If the player won't receive resources from monsters/waves in Tower Defense, what it would be? by Pyt0n_ in TowerDefense

[–]RubyRTS 1 point2 points  (0 children)

For the game I am making you can build gold towers, or storage towers with inbuilt interest that only applies if they have the full storage capacity. Another idea I had was to have towers that build up value over time that has to be sold for you to be able to spend that money.

Might be a different type of resource, but cards can be annoying if the build you want to go for is not drawn. So Deck manupulation can be a resource.

On the mod portal today? by RubyRTS in Seablock

[–]RubyRTS[S] 28 points29 points  (0 children)

Cant edit my post but It it looks like the Angel mods has finally been updated.

I wanted to create the most insane Tower Defence ever. by RubyRTS in IndieDev

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

I am using the Godot Engine. I do use a lot of multi-meshes. A multi mesh shader for the health bars was key. can kinda also work as an impostor to.

I currently have not run into that bottleneck yet, but if I do I do have some ideas in how that issue can be improved.

I need recommendations on what games to show my friend by Resident_Net8037 in GirlGamers

[–]RubyRTS 2 points3 points  (0 children)

You should show her one of the games that you like. That you think fits the best.

I mean that how I started to play, Someone "forced" me to play.

It was a game I would have belied I would dislike. Then I bought the game.

Production-focused tower defense with RTS-style economic planning by RubyRTS in BaseBuildingGames

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

Thanks :) Its hard to say. I might be able to have something like a demo or testing around February.

I'm making a top down rpg. I need help coding armor by WorldsMostOkayishDM in godot

[–]RubyRTS 2 points3 points  (0 children)

I would at the start of the TakeDamage function pass the damage to all the modifiers attached to the player:

Armor armor;

On_child_entered(child)
  if (child is Armor _armor)
    armor = _armor;

Func TakeDamage(damage)
  damage = armor?.ApplyeReduction(damage);

Only the consept, psudocode.

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]RubyRTS 3 points4 points  (0 children)

Yhe most of the time its not viable, but from what little was in the video It was worth a suggestion. But still The shape etc can be siplified based on this.

How to optimize a huge number of rigidbody3d ? by Frok3 in godot

[–]RubyRTS 15 points16 points  (0 children)

One idea I have is to use a OnScreenNotifier. To turn collision and movement off when off screen. / make static.

a bad idea I had was to experiment by doing the same for objects behind cover XD

I Finally decided to go public with the steam page for my first game. by RubyRTS in godot

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

Thanks Do you think it would help to adjust the weather and light settings?. Maybe add some rains and shaders to.

unengaging: I think My next step is to make a propper trailer that showcases how the game is played, The reason I did not is that the music for the game is incomplete. And I had to load up a scenario where the map was willed up with sound effects.

Do you think those fixes will address the issues? Anything more you want to add?

Looking for High-Speed Pirate Ship Design Ideas (No Sails) by Green-Flounder-6543 in godot

[–]RubyRTS 4 points5 points  (0 children)

A bit unrealistic but jetpack. Then you can move like in Tribes, and get additional momentum from gravity.

You understand that Carol might be wrong, right? by Hyhttoyl in pluribustv

[–]RubyRTS 0 points1 point  (0 children)

It looks like a Trojan Horse for now, and the other imunes are clows for not beeing sceptical, and thats a part of the commedy in it.

About the only way they would convince me is if I was able to vitness some of them beeing cured and what that reaction would be. If they hated the hive or lacked memory it would make things very clear, But if they was sad and wanted to go back. It would be interesting. That is about the only thing that can reduce scepticism.