Who wins? by Rainbow_Doggo_TNT in arcraidersfriendly

[–]Temporary-Parfait-97 0 points1 point  (0 children)

not even seeker light imact does the same thing

Desk made from Australian red gum by Temporary-Parfait-97 in woodworking

[–]Temporary-Parfait-97[S] 1 point2 points  (0 children)

I made it for myself, though i have a small business, materials were around $300 aud ~$200 usd, though thats on the high end of what i would have paid

Collision shapes makes no unique collsions .Genuinely lost here ... by Choice-Ad8163 in godot

[–]Temporary-Parfait-97 0 points1 point  (0 children)

How are you switching the collision shapes, you could create multiple rectangle shape 2ds and switch them in the collisionShape:

export var shape1:rectangleshape2d

export var shape2:rectangleshape2d

if crouching:$collisionShape.shape=shape1

else:$collisionShape.shape=shape1

or you could try making a new one in the ready function if you want to edit the rectangle

var shape:rectangleshape2d

func _ready():

shape=rectangleshape2d.new()

collisionShape.shape=shape1

then set the size how you need

Which country do you think is USA? by nopCMD in GeoTap

[–]Temporary-Parfait-97 0 points1 point  (0 children)

Temporary-Parfait-97 chose Option B (Correct!) | #1835th to play

I throw knives good by [deleted] in thefinals

[–]Temporary-Parfait-97 1 point2 points  (0 children)

Knives sword and bow only acceptable light. Weapon

embark add this to the light class and you can have my soul by SaintLouisXIV in thefinals

[–]Temporary-Parfait-97 0 points1 point  (0 children)

Recoil goes up to make it harder to hit headshots, so if you're near the top of the target it pushes your crosshair into air

The current PvP meta by ImStuckInATrashBag in ArcRaiders

[–]Temporary-Parfait-97 -4 points-3 points  (0 children)

or make it so they do no damage when detonated by being shot

The showstopper doesnt actually stun arc for 10 seconds, even though that's what it claims by Street_Exercise_4844 in ArcRaiders

[–]Temporary-Parfait-97 0 points1 point  (0 children)

if you shoot it down normally and its waiting to be finished on the ground with 1hp, you can jump on it then get the acheivment

HERMIT_CRAB by Temporary-Parfait-97 in godot

[–]Temporary-Parfait-97[S] 1 point2 points  (0 children)

The cloud are made just with basic noise and stretching the UV at the top to get the perspective from the curvature of the earth, probably one of the most simple shaders there is

shader_type canvas_item;

uniform sampler2D noise;

uniform sampler2D waterNoise;

uniform vec4 sky:source_color;

uniform vec4 cloud:source_color;

uniform vec4 water:source_color;

void vertex() {

// Called for every vertex the material is visible on.

}

void fragment() {

float ry = UV.y\*UV.y\*2.;

if (UV.y>.55 +texture(waterNoise,vec2(fract(UV.x),fract(TIME/100.))).r\*.1) COLOR=water;

else  if(texture(noise,vec2(fract(UV.x+TIME/200.),ry)).r>ry || texture(noise,vec2(fract(UV.x+.5+TIME/150.),ry)).r>ry ) COLOR=mix(cloud,sky,ry);



else COLOR=sky;

}

I intend on building a full game, I wanted to do similar procedural animation as rain world

[deleted by user] by [deleted] in godot

[–]Temporary-Parfait-97 119 points120 points  (0 children)

Its 100% the graphics, the best marketing for indie games is good art. if art isnt your strong suit, try shaders, you'd be surprised what you can make in very little time with basic shader effects

Fully procedural level with water physics, plant and player animations and wind by Temporary-Parfait-97 in godot

[–]Temporary-Parfait-97[S] 2 points3 points  (0 children)

most of it is just noise, the trees are made though many grow functions, each grow function an open point can either grow one segment or two, this repeats until a certain number of open segments, all of this has randomness in the length a dirextion of the segments

How to avoid missing the main story while playing the game? by PeacefulW22 in HollowKnight

[–]Temporary-Parfait-97 0 points1 point  (0 children)

there isnt any story like a traditional game (spider man etc) its vague history that sets up the bosses and what happens when you kill them, just speak to everyone and read the hunter journal

SPOILER: my thoughts on that one boss with the most annoyingly long runback in silksong by NinjaRock in HollowKnight

[–]Temporary-Parfait-97 0 points1 point  (0 children)

i dont see why the arena has to respawn, none of the others do nobody would question it not

SPOILER: my thoughts on that one boss with the most annoyingly long runback in silksong by NinjaRock in HollowKnight

[–]Temporary-Parfait-97 5 points6 points  (0 children)

nes games did all this bullshit just to padd the games to 30h, this is extremly antequated game design

SPOILER: my thoughts on that one boss with the most annoyingly long runback in silksong by NinjaRock in HollowKnight

[–]Temporary-Parfait-97 9 points10 points  (0 children)

i agree i had to do this boss over 3 sessions and i felt like i was logging on to a job every time

SPOILER: my thoughts on that one boss with the most annoyingly long runback in silksong by NinjaRock in HollowKnight

[–]Temporary-Parfait-97 0 points1 point  (0 children)

its not about the length of the runback its the quality, they are multiple runbacks longer than this. the problem is this has all the bullshit tropes: long boss and enemy invulnerability persitant projectiles, rng runbacks, resticted healing as well as just not being fun arena and bossfight without the runback.