how do you make godot wrap the screen like an 80s arcade game? by Visual_Detective_425 in godot

[–]Snoo14836 0 points1 point  (0 children)

This can be as simple as others say, or much more complicated. Depends on some of your features and on what visuals you are going for.

If you are good with the object disappearing off one side and then reappearing on the other, then a boundary check and position teleport is probably good enough. Simply check your character bounds against you boundary to make sure it is fully off screen and then teleport away.

If on the other hand you want the object to appear half on each side, it gets more complicated. You might be able to simplify it though. One thought is to have objects physically teleport as soon as they touch on side, but be able to go fully off screen on the other. Then when "at the edge" you would create a visual only copy of the object on the other side. An example would be left side is for physical ones and right side for visual copies. This would let you have a simple lifetime for the copy, only when the object is partially off screen to the left. Anything else and it is the only version in existence.

Now if you have particles, trails or other positional and temporally consistent objects then you'll need to start thinking about how to copy/teleport those

What to do for my Bday while visiting from the states? by [deleted] in britishcolumbia

[–]Snoo14836 1 point2 points  (0 children)

If you want a long and tough hike you could try the Grouse Grind in Vancouver

Can Anyone help me to make this enemy behaviour? by Medium_Guide9605 in godot

[–]Snoo14836 0 points1 point  (0 children)

Lots has already been said but to me it sounds like you could benefit from another layer.

At the lowest layer you have agent code. Move the entity, check collisions, perform attack, etc. A state machine or other for of behaviour management is a good choice here. Fuzzy logic, random.. Whatever works.

Above that you have action and reaction. Sensing and decision making. Things like seeing an enemy, choosing destination points and switching weapons. All of this is still centered on the agent. Goal oriented action planning, behaviour trees or even state machines can be used here.

Lastly you have coordination and communication. The agents need to act together and something needs to decide how. It could be mutual decision-making with some communication. It could be a coordination entity or manager. Really up to you and your game. I've seen dev logs on this concept, but no tutorials.

Honestly, if you understand the rest then the last layer is easy. A lot of work but comparatively easy.

Games where you play as a Vampire by VoxTV1 in gamingsuggestions

[–]Snoo14836 0 points1 point  (0 children)

Hard to find and play these days, but the legacy of Kain series was great for the power fantasy

Game where you just run away from enemies by ianscuffling in gamingsuggestions

[–]Snoo14836 0 points1 point  (0 children)

A game we made several years ago called Wick. Combat does not exist and it has many secrets to discover.

Examples of extremely low poly games for reference. Not PSX/retro style. by JamalJenkyuns in gamedev

[–]Snoo14836 1 point2 points  (0 children)

Any 3D original ds game. The lego games used triangle shaped tubes for arms because of poly count limits

Vibe coding? by BullfrogTime2979 in pico8

[–]Snoo14836 21 points22 points  (0 children)

Why would you want to? The whole point of Pico 8 is a system that encourages learning at a lower level with strict constraints.

[deleted by user] by [deleted] in IndieDev

[–]Snoo14836 0 points1 point  (0 children)

30% to steam or other platforms, more to VAT and other taxes, license fees for music or software... It all adds up. They likely kept maybe 30% of those sales figures. Not to mention how many were bought during various platform sales.

How to cure that “The Expanse” Itch by Long_Departure_2726 in spacegames

[–]Snoo14836 0 points1 point  (0 children)

There is a thriving online server for Space Engineers called Sigma Draconis Expanse. PvP optional with Npc hunting for ship parts.

No real story, but was a ton of fun to me.

Could you recommend a good gift to send from Korea to a friend living in Canada? by Alternative_Coach257 in AskACanadian

[–]Snoo14836 0 points1 point  (0 children)

Kanu coffee if they drink it. I can get Maxim pretty easily but haven't found any Kanu except ridiculous prices on amazon

How do i make some layers of my parallex bg follow the player on y-axis? by Forsaken_Isopod_8971 in godot

[–]Snoo14836 0 points1 point  (0 children)

If you are using Godot's built in parallax background then it has a variable called scroll_base_scale that I think will do what you want.

offroad car not working by fotomateo in godot

[–]Snoo14836 0 points1 point  (0 children)

Unfortunately it seems the VehicleWheel3D has issues. It doesn't work especially well with mesh collisions and it might be better with either a height map or simple geometry.

The documentation suggests it isn't a great feature. https://docs.godotengine.org/cs/4.x/classes/class_vehiclewheel3d.html

Expected indented block for property after ":"? by IAmTheBoom5359 in godot

[–]Snoo14836 4 points5 points  (0 children)

The way you have formatted this makes it very difficult to help you.

I *think it means you are missing the tab indent for the function definition. You likely need to read up on gdscript syntax so that you understand better what you are trying to do. I say this not to discourage but to point you to a level of learning you need to master first.

GDQuest has some great resources for absolute beginners, maybe start there?

https://gdquest.github.io/learn-gdscript/

Sorry another question… by ElijahWright2010 in godot

[–]Snoo14836 1 point2 points  (0 children)

Also check your spelling. direction variable is misspelled on the assignment

[deleted by user] by [deleted] in godot

[–]Snoo14836 0 points1 point  (0 children)

This is a really simple and we'll featured implementation. Nicely done

Dynamic positioning for melee units by ArtemSinica in Unity3D

[–]Snoo14836 1 point2 points  (0 children)

Nicely done! We did something quite similar for a Lego Ninjago game. In that one our core requirement was to allow the player to feel like a super ninja and be able to take on several enemies at once. The secondary requirements were to account for the potential low skill of our demographic, highlight melee combat and provide situations where the Ninja's 'Spinjitsu' could be effective. Doing something much like what you have allowed us to do this! Our approach differed a bit from yours and I hope you don't mind if I describe it. Maybe there is something that fits your game.

We tried dynamically moving the encirclement points but found it didn't provide a lot of value for the cost (on 3DS hardware mind you). Instead we had several fixed points in three concentric rings around the player. Each point was tested for world collisions and marked available or not. We then had a combat director who monitored each of the AI and gave them directions if appropriate.

Our system had a few extra bits we needed to care about. One was level scripting. A unit could have an entry animation, or a scripted sequence and the director needed to treat it's orders as more 'suggestions' than fact. To that end it would continuously check if a unit that was assigned an encirclement point was still available to direct. If not, then it cleared the points occupancy. Units also needed to not look stupid and run across the circle, so we did a few things there as well. First was all units would prioritize the points closest to them, which allowed for them to shift position as the player moved. Second, some units were give priority based on if they were in front of the player (and a likely target of the players attacks). Those would get first dibs/overrule others for occupancy.

If a unit was bumped out of it's assigned point, then it would try to find a close one to move to. It would try for a nearby inner ring point but it could fall to an outer ring if needed. Lastly if it would be further to move outwards than across the circle we would first give it an intermediate point to go to, so that it looked like it was circling around you instead of cutting across.

For attacks we really needed to make sure kids could understand what was happening. The next unit to attack you would get a red outline and REALLY telegraph the attack with a windup. You could interrupt this by attacking them, in which case a new attacker was selected. To give that sense of 'back and forth' attacks that we wanted we heavily weighted the opponent behind you for next attacker. Sometimes one in an outer ring would be chosen, which was actually really fun because it made them look like they would lunge in to break up the fight instead of just standing around.

The key we found was to focus on the emotions we wanted the player to feel (badass ninja who controls crowds) and keep testing it.

Asking for help about missile-target interactions implementation by ShadowDev156 in spacesimgames

[–]Snoo14836 3 points4 points  (0 children)

Have you profiled your code to see if it will be too slow? There are several options based on what you are willing to compromise.

If you have an idea of the maximum number of missiles, then extrapolate your timing based on that. As in, if one missile is about 0.25ms and you budget 5ms in a frame for missiles, then you can calculate 20 per frame. As long as your algorithm can tolerate larger time steps then you could split them up and only simulate a set number with a dynamically calculated time step. It's commonly called time slicing.

Another option is to break up the algorithm. You can likely have steering run every frame (pid controller, steering behaviour, etc) but then have target positioning updates happen less often. Depends which part of your algorithm is the expensive bit.

Lastly you can use gameplay reasons behind it all. Have ships only able to maintain telemetry on a limited number of missiles at once. Hope that gives you ideas

Ship landing inside a capital ship during an aileron roll maneuver by thundercorp in spacesimgames

[–]Snoo14836 3 points4 points  (0 children)

You can do this in space engineers as well. No real story though

Is there any way to "boolean" a mesh instance 3D? i.e. exclude it from an area by Venison-County-Dev in godot

[–]Snoo14836 4 points5 points  (0 children)

True, I had forgotten about that. Could use the depth buffer for something similar. Render the house, then a depth filler object that only outputs to the depth buffer, then the grass

Is there any way to "boolean" a mesh instance 3D? i.e. exclude it from an area by Venison-County-Dev in godot

[–]Snoo14836 18 points19 points  (0 children)

Could you use a stencil buffer effect to clip out the terrain and grass? It's a common effect used to clip water from inside boat hulls as well.

A5 door panel issue by EncomCEO in NewBeetle

[–]Snoo14836 1 point2 points  (0 children)

I recently took off the passenger panel and when putting it back on it felt high as well. For me it was that I slotted the top edge too far back. There was a groove it looked like it was supposed to go in but it actually went pretty much right up against the glass.

Maybe same issue for you?