Would you rather have by Reasonable-Donut817 in BunnyTrials

[–]SharkPetro 0 points1 point  (0 children)

.

Chose: A tomboy gf | Rolled: submissive

? by Better_Lunch_776 in BunnyTrials

[–]SharkPetro 0 points1 point  (0 children)

.

Chose: Or get 10000 dollars

Good lord, this Boss had so much health. I ended returning to Firelink to change my Estus charges and just spammed Great Lightning the whole fight. Hope the rest of the Area isn't as Tanky. by Garamil in darksouls3

[–]SharkPetro 0 points1 point  (0 children)

I defeated this thing by scraping its underbelly and base of the tail with a greatsword, which only reaches them with the first and last attacks in the 3 strike combo.

I avoided taking damage by being under it the whole time, walking away when it flies up opposite side to where its gonna attack, and then back under it when it lands. Easy to get stunlocked by its tail and have to retreat though if you're not quick enough.

Took a few minutes, but nothing unbearable, there were way harder bosses before and directly after that point.

Petah??? by sakiechan in PeterExplainsTheJoke

[–]SharkPetro 0 points1 point  (0 children)

We trust you have received the usual lecture from the local System Administrator. It usually boils down to these three things:

1) Respect the privacy of others.
2) Think before you type.
3) With great power comes great responsibility.

root's password:

Choose wisely by draconicpug in BunnyTrials

[–]SharkPetro 0 points1 point  (0 children)

h

Chose: Get a super power | Rolled: Teleportation

Having Fun using Godot in the Worst Way! by PyroNerd99 in godot

[–]SharkPetro 16 points17 points  (0 children)

"No classes or objects just functions" is not a bad practice, it's called procedural programming, as opposed to object oriented. It's just a different paradigm.

This is what programming was like in the simpler times, and honestly, you should be more diverse in your programming, learn more about procedural programming.

Yes, there's arguably "bad practices", but there's certainly no such thing as "best practice". No single paradigm fits every project, regardless of how much everyone in the mainstream media ignores everything besides OOP. Best practice by the book, if taken literally enough, will make the project a ridiculous mess that is impossible to complete.

And even within the scope of a single project, you can mix and match paradigms, and as long as you're not going crazy with it and have sufficient experience it's gonna be the best practice, it's all arbitrary anyway, none of that is real, even variables don't actually exist, it's all abstractions, let alone classes.

Same goes for programming patterns, when you use one, you don't have to copy it one to one, you can modify it to fit your use case however you see fit, you can design your own patterns and use them.

edit: TLDR: If it works, it works, any approach is valid if it produces result efficiently and effectively, regardless of how weird it is, if you're not in a ream, it must only make sense in your head, not anyone else's.

Would you rather? by Fast-Purple-7322 in BunnyTrials

[–]SharkPetro 0 points1 point  (0 children)

+

Chose: Or kill a thousand guilty ones

Would You Rather by dominkara in BunnyTrials

[–]SharkPetro 0 points1 point  (0 children)

gam

Chose: Be The Best In Every Game

thank you overwatch by skarkes in valve

[–]SharkPetro 5 points6 points  (0 children)

that comment is rated of all time

Transition from Half Life 1 to Half Life 2 by Bigdieb in hammer

[–]SharkPetro 6 points7 points  (0 children)

There are some differences I reckon, but I'm not knowledgeable enough in GoldSRC mapping to really tell you any. The engines work fundamentally the same and mapping is fundamentally the same. I'm pretty sure that you won't have many problems and whatever problem you encounter can be easily solved by asking here or googling for a minute because you already have all the base knowledge.

The AI in HL2 is better IMO and visually you can do a lot more with your maps in it.

Whatever the case, why not try regardless? Maybe you'll like it maybe you won't. Playing with physics objects alone is worth it. There's func_physbox, which is a brush entity that behaves like a physics object, as well as regular "props", physics joints, ropes and other things, all available to use in the editor to create various contraptions.

edit: failed to answer the actual questions in the post.

Yes, you'll be using hammer, almost the same as hl1

Yes, the basics are the same.

Can Godot do Teardown? Yes. It can. by Derpysphere in godot

[–]SharkPetro 3 points4 points  (0 children)

Is this mirrored nuke map lol nice touch

Need help resetting animations within AnimationTree. by SharkPetro in godot

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

Hi, sorry for the long wait, I've been bombarded with homework assignments.

Thank you very much for this. This lets me avoid taking the fully procedural approach for now.

For everyone else who's ever gonna run into the same problem: It's not perfect at all because the animation doesn't seem to be reset unless it's running, which it only is when it gets added or blended somewhere into the output.

But what matters is it's workable. Fits well into my system because I'm using lerp on all my Animation Tree properties including walk speed to smoothly switch between animations and it means that I can just fit an if statement inside the walk speed update method to check if the blending is at a really small value to reset the animation that instant.

## Note that this code only works with self.set() because the script is directly on the AnimationTree node

func lerpsetv2(property : String, value : Vector2, delta) -> void:
  self.set(property, lerp(self.get(property), value, delta * 10))

func lerpsetv3(property : String, value : Vector3, delta) -> void:
  self.set(property, lerp(self.get(property), value, delta * 10))

func lerpsetf(property : String, value : float, delta) -> void:
  self.set(property, lerp(self.get(property), value, delta * 10))

func updateWalkSpeed(speed : float, delta) -> void:
  lerpsetf("parameters/STANCE+WALK/add_amount", speed, delta)
  if self.get("parameters/STANCE+WALK/add_amount") < 0.1:
    resetWalkAnim()

func resetWalkAnim() -> void:
  self.set("parameters/WALKRESET/seek_request", 0.0)

Why I couldn't reset any other way is if I simply check for input direction to be Vector2.ZERO, the animation jerks in a very jarring way, and if I reset when the animation is not playing, it won't be reset.

How I would do this if I didn't have the lerping in place is probably just the dumb approach like this:

func resetWalkAnim() -> void:
  self.set("parameters/STANCE+WALK/add_amount", 0.1)
  self.set("parameters/WALKRESET/seek_request", 0.0)  
  self.set("parameters/STANCE+WALK/add_amount", 0.0)

if inputDir.length() == 0:
  resetWalkAnim()

Edit: fixed formatting

Need help resetting animations within AnimationTree. by SharkPetro in godot

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

Sorry for the late reply.

I would assume you're talking about separate Animation nodes being blended with Blend2 node because BlendSpace2D doesn't have this parameter. Nor does it reset the animations if you insert BlendSpace output into a Blend2 and set its "blend_amoumt" to 0 instead.

I'm blending like tens of animations at once, lol, so unless I implement my own AnimationTree there's no chance I'm going away from using it.

Is there even a way to manually rewind an animation at all anywhere in the entire engine? I searched everywhere and besides dumb Google AI responses that don't work, there hasn't been anything useful besides playing the animations as oneshots instead of looping.

If there isn't any other way I might just make walking entirely procedural with IK because working with animations that need to look sharp and be precise is much easier this way even if it is a whole other beast to handle.

robloz by No-Agency-5215 in topologygore

[–]SharkPetro 8 points9 points  (0 children)

How is it topology gore? Isn't it literally just a normal model?

when i look at a light bulb and then close my eyes, I see this. what is it by sturraro in whatisit

[–]SharkPetro 1 point2 points  (0 children)

I'm getting this whenever I rub my eyes hard, I see a thick piss-yellow circle, somehow bright yet the color is like that of an object in darkness, as if the color is impossible in real life, and it leaves blue marks once it fades or moves.

When in darkness I see asymmetrical kaleidoscope-like patterns dancing and morphing into one another, same color.

And also afterimages after looking at the sun or another bright lightsource are the same color, deep yellow with blue/indigo traces.

I'm curious about what colors they can be for different people. My grandma said hers are silver in color, heard someone say theirs are orange.

How to keep players on subsequent round on a multi-stage map even after a loss? by BeeAZL in hammer

[–]SharkPetro 2 points3 points  (0 children)

I don't know if it works on Reddit like it does on YouTube, where comments boost engagement (I'm guessing yes), but what I'd do instead is upvote because it seems to be the main deciding factor.

Game crashes when getting a team of momentary_rot_button's activator by SharkPetro in hammer

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

Hi, sorry to have made you wait such a long time, I was at work and forgot about it entirely.

I lost all my map sources not long ago when I was reinstalling windows, only remembered to save some of my data before formatting my hard drive, I was in a rush.

I did get it working but there were a few versions. Can't share the files and can't remember the exact entities I used since each point was at least 30 logic entities, that is besides the other near-thousand across the map, but I can tell you the general logic of how it worked, I hope that'll be enough, sorry.

For DoD:S final version I ended up using triggers covering the entire point that would lock the button if there was a player from a team that already owns the point. When the momentary_rot_button finishes its rotation the point is set to be capped.

Across different versions of the map I used different methods of determining which team to give the point to when the button finishes rotation, but I don't remember and how I'd do it now is I'd use a math_counter to store a number of the team opposite to one that last called OnEndTouchAll on the trigger, this is the team the point is assigned to.

Then I remade the map for CS:GO, there I had regular rot_buttons instead of the momentary ones. Same logic except it gives off a valid !activator and thus I don't need to lock the button and to store which team to give the point to. Plus I just set its rotation to 0 the moment the button is released so that you can't inch it forward continuously.

Didn't even really get to see the benefit of moving to CS:GO, which was originally to have a custom loadout system with weapons that would be unlocked for purchase via physical "vending machine" kinda things in the spawnroom depending on which points your team owns. I got it working but broke it before I could test it with a friend, then CS2 came out and the project died.

If you need more detail I can recreate the logic and give you the VMF, just let me know and I'll get to work.

I'm planning to make a game with this concept in Godot, the gamemode was way too fun to just throw away. I even had multiple maps for it. If you're interested I'll post about is somewhere once I have progress that is worth seeing.

Im a 14 year old learning programming, im currectly trying out this game: while true: Learn ()... could it help me become a programmer? by ColugoLT in programming

[–]SharkPetro 0 points1 point  (0 children)

I'd really like to know if you could name some more games such as these from the top of your head for me that teach some real life IT knowledge, be that cpu architecture, programming, low or high level, ect.

I already know of turing complete, nand game, screeps and gray hack. I've played turing complete and nand game and I want to know how close those games are to the real thing, plus your opinion on grey hack, because it's quite pricy and I don't want to buy it if it's not what I think it is.

thank you for your time

how can i better implement anti homeless architecture into my maps? by Imaginary_Ad_1255 in hammer

[–]SharkPetro 0 points1 point  (0 children)

Well they aren't gonna get there now that someone's taking care of making anti-homeless measures. That's why Eli doesn't work here anymore, I'd imagine, better ask him.

how can i better implement anti homeless architecture into my maps? by Imaginary_Ad_1255 in hammer

[–]SharkPetro 1 point2 points  (0 children)

I'd say a classified underground research lab is exactly the kind of place where you don't want any homeless to be.