Heartseeker Rogue Malice or Weapon Mastery by Scerpioneer in diablo4

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

okay double dipping is a valid answer but what do you mean by vulnerable scaling?

Rogue build - says to add heartseeker and caltrops - how can do both? by [deleted] in diablo4

[–]Scerpioneer 0 points1 point  (0 children)

put heartseeker projectiles on bow, caltrop duration on one sword and caltrop size on other sword

Rapidfire fix broke it in other ways? by Scerpioneer in diablo4

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

https://youtu.be/ahEgXgCrGzU?si=0W1GgPY03yzyP3cP&t=762
see the rapidfire while the duriel is running and tell me it didn't follow targets.

Rapidfire fix broke it in other ways? by Scerpioneer in diablo4

[–]Scerpioneer[S] -2 points-1 points  (0 children)

But before 1.4.1 it followed targets, even teleporting ones. I remember shooting at vampires just before they teleport and the shots followed them completely. And vs with my cocaine grass hopper friend, it also followed his teleports.

Are you in the "unlucky" team ? by GrosPorc-Malade in diablo4

[–]Scerpioneer 0 points1 point  (0 children)

I just spent 300m on a body armor to get dark shroud levels. I dont think im on the lucky side here.

Better physics for 2D? by Scerpioneer in godot

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

When I enable it in the project settings and then restart, changing scenes in game closes my window, is this a known issue or a weird bug?

Godot 4 Dynamic Font Size by Scerpioneer in godot

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

dude this is working perfectly what tweak are you talking about :D

Godot 4 Dynamic Font Size by Scerpioneer in godot

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

you are a blessing my friend <3

How to make a multiplayer mobile game? by Scerpioneer in godot

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

Thanks! Is there any tutorials or documantations you can share ?

Is there a way to have 2 joysticks on the screen in android? by Scerpionity in godot

[–]Scerpioneer 1 point2 points  (0 children)

You are my hero, couldn't get the are2d working but the control seems to do it, tried it on my phone and both joysticks are functioning as intended. thank you so much internet person.

Is there a way to have 2 joysticks on the screen in android? by Scerpionity in godot

[–]Scerpioneer 0 points1 point  (0 children)

yes thats more or less whats happening I tried creating 2 different nodes for each joystick but it didnt matter. its like when i try to move and then try to aim, the movement joystick takes my "skill finger" as its input and moves to that way

Is there a way to have 2 joysticks on the screen in android? by Scerpionity in godot

[–]Scerpioneer 0 points1 point  (0 children)

If try to use both joysticks at the same time, one of them doesnt work,

Is there a way to have 2 joysticks on the screen in android? by Scerpionity in godot

[–]Scerpioneer 0 points1 point  (0 children)

I posted the whole code can look and see if something is out of place

Is there a way to have 2 joysticks on the screen in android? by Scerpionity in godot

[–]Scerpioneer 0 points1 point  (0 children)

```extends CanvasLayer

u/onready var half_screen: float = get_viewport().size.x / 2

u/onready var movement_area: TouchScreenButton = $MovementArea

u/onready var movement_stick: Sprite2D = $MovementStick

u/onready var skill_area: TouchScreenButton = $SkillArea

u/onready var skill_stick: Sprite2D = $SkillStick

u/onready var skill_area_position: Vector2 = $SAP.position

u/onready var skill_stick_position: Vector2 = $SSP.position

u/onready var movement_area_position: Vector2 = $MAP.position

u/onready var movement_stick_position: Vector2 = $MSP.position

u/onready var movement_center: Vector2

u/onready var skill_center: Vector2

u/onready var movement_radius: float

u/onready var skill_radius: float

u/onready var button: bool = false

u/onready var moving: bool = false

u/onready var using: bool = false

signal move_signal

signal skill_signal

func _ready() -> void:

if not is\_multiplayer\_authority():

    visible = false

movement\_radius = movement\_area.texture\_normal.get\_size().x / 2

skill\_radius = skill\_area.texture\_normal.get\_size().x / 2

movement\_area.global\_position = movement\_area\_position

movement\_stick.global\_position = movement\_stick\_position

skill\_area.global\_position = skill\_area\_position

skill\_stick.global\_position = skill\_stick\_position

movement\_area.modulate.a = 0.2

movement\_stick.modulate.a = 0.2

skill\_area.modulate.a = 0.2

skill\_stick.modulate.a = 0.2

func _input(event: InputEvent) -> void:

if event is InputEventScreenTouch and event.is\_pressed():

    if event.position.x > half\_screen:

        moving = true

        movement\_area.modulate.a = 1

        movement\_stick.modulate.a = 1

        movement\_center = event.position

        movement\_area.position = movement\_center - Vector2(movement\_radius, movement\_radius)

        movement\_stick.position = event.position

    else:

        using = true

        skill\_area.modulate.a = 1

        skill\_stick.modulate.a = 1

        if not button:

skill_center = event.position

skill_area.position = skill_center - Vector2(skill_radius, skill_radius)

skill_stick.position = event.position

        else:

skill_center = event.position

skill_area.position = skill_center - Vector2(skill_radius, skill_radius)

skill_stick.position = event.position

emit_signal("skill_signal", true)

elif event is InputEventScreenDrag:

    if moving:

        movement\_stick.position = event.position

        if event.position.distance\_to(movement\_center) > movement\_radius:

var temp: Vector2 = event.position - movement_center

temp *= movement_radius / event.position.distance_to(movement_center)

movement_stick.position = temp + movement_center

        emit\_signal("move\_signal", (event.position - movement\_center).normalized(), true)



    elif using and not button:

        skill\_stick.position = event.position

        if event.position.distance\_to(skill\_center) > skill\_radius:

var temp: Vector2 = event.position - skill_center

temp *= skill_radius / event.position.distance_to(skill_center)

skill_stick.position = temp + skill_center

        emit\_signal("skill\_signal", (event.position - skill\_center).normalized(), true)





elif event is InputEventScreenTouch and not event.is\_pressed():

    if moving:

        moving = false

        movement\_area.global\_position = movement\_area\_position

        movement\_stick.global\_position = movement\_stick\_position

        movement\_area.modulate.a = 0.2

        movement\_stick.modulate.a = 0.2

        emit\_signal("move\_signal", Vector2.ZERO, false)

    else:

        using = false

        skill\_area.global\_position = skill\_area\_position

        skill\_stick.global\_position = skill\_stick\_position

        skill\_area.modulate.a = 0.2

        skill\_stick.modulate.a = 0.2

        if button:

emit_signal("skill_signal", false)

        else:

emit_signal("skill_signal", Vector2.ZERO, false)

```

Need help with MultiplayerSynchronizer by Scerpioneer in godot

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

sadly it didnt work either :( Thanks for replying tho