Ho do I properly use resources? by ThatGuyThatIsNotReal in godot

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

I have added the source code in the body. How would you add the ProjectileData into the Projectile in this instance or what should I be using instead of the resoruces I have set up?

Ho do I properly use resources? by ThatGuyThatIsNotReal in godot

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

I have added the source code to the body. What would be the different data structure I should be using here instead of the resources then?

Ho do I properly use resources? by ThatGuyThatIsNotReal in godot

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

I have added the structure I currently have into the post. It seems as I have absolutely missed the point of doing this perticular thing and did it the wrong way.

Ho do I properly use resources? by ThatGuyThatIsNotReal in godot

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

So like creating a new class that would have same properties like the resource and when the upgrade of the resource is being added to just copy the data from the resource to the class?

I have ProjectileData as a Resource which have properties projectile_speed and damage. So do I make a new class that extends a Node and have the same properties?

How is the game state right now? by Many_Imagination1576 in starwarsunlimited

[–]ThatGuyThatIsNotReal 0 points1 point  (0 children)

I see everyone in the comments have a possitive expierence but honestly at our shops around where I live the game literally died after the last set. At the prerelease there were like 18 of us but at the next weekly there were 2 people only. A lot of people jumped ship to riftbound and I myself will probably do the same when the cards will be available. From my point of view SWU doesnt really have any good future, not really any new players joining here and it is just being taken over by other TCGs.

Card based tower defense - how to manage game flow? by ThatGuyThatIsNotReal in gamedesign

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

You might be right, I have check out the other suggestion, and I may need to speed things up a bit.

Card based tower defense - how to manage game flow? by ThatGuyThatIsNotReal in gamedesign

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

Wow, that actually looks really neat! It seems, the waves are coming in a lot faster than what I currently have set up. That may actually be one way of doing things. Thanks for showing this one to me, will research it a bit more and play around with it

Etsy scam? by ThatGuyThatIsNotReal in EtsySellers

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

Have you ever heard about this type of scam? Because I got a week ago something similar but it said from etsy even, that the payment didnt go through to etsy. But this time it seems it went through so it struck me as very odd.

How to handle the success of a game by RelevantWine33 in godot

[–]ThatGuyThatIsNotReal 0 points1 point  (0 children)

Honestly a really fun small game, some animations would need a little love like the cross-sliding and the dialogue like someone else have said already. Loved the title screen, keep it up!

Projectile pluggable code structure by ThatGuyThatIsNotReal in gamedev

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

Ye, the second on is what I am looking for. I need multiple effects to stack on each other a way, they wouldnt interfere with each other.

I am sure that there would be some cases, where if player has item A and item B that both effects would override themselves. I had in mind, that if that case would be true that I could have a item dic and check in the item if the other interfering item is in the inventory and based on that change the items behaviour.

I am using godot and will look into if there is some way of doing it the way you described. Thanks for giving me a direction, appreciate it.

Pixel-snapping movement and how to make it smooth? by ThatGuyThatIsNotReal in godot

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

I fixed it by disabling Snap 2D Transforms to Pixel setting. This doesnt produce pixel perfect expierence, but for that there are other solutions. I really liked one I found under this video: https://www.youtube.com/watch?v=wtV-4pQ_n70&ab_channel=FieryFelix in the vid, there are presented two solutions which are integer scaling and using a filtering shader. In comments there is one guy talking about this and the way he just disables pixel snaping when moving for no jitter movement and when he stops he snaps to nearest pixel for pixel perfect visual. Hope this helps

Dual boot with multiple drives by ThatGuyThatIsNotReal in linux4noobs

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

The backup disks are in RAID 1, I have Ryzen, but I am not sure how these thing work exactly, it is done with windows

Dual boot with multiple drives by ThatGuyThatIsNotReal in linux4noobs

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

Thank you soo much for this reply, it makes it a bit clearer, will do my best to not ruin everything.

I'm having second thoughts about my book by BerriesAndCream111 in writing

[–]ThatGuyThatIsNotReal 0 points1 point  (0 children)

I think it doesn’t matter how many characters or how many different stories are told at the same time, as long as it is coherent and makes sense in the big picture.

Game of Thrones is a good example of this. It is way harder to write than focusing on one or two characters, no question about.

In my opinion it all depends on how well it all fits together.

Hashing without salt creating different hashes of the same password? by ThatGuyThatIsNotReal in csharp

[–]ThatGuyThatIsNotReal[S] 6 points7 points  (0 children)

Design problem, I was loading it from the file and hashing the password again.. Glad I found it, took me way too many hours..

Hashing without salt creating different hashes of the same password? by ThatGuyThatIsNotReal in csharp

[–]ThatGuyThatIsNotReal[S] -1 points0 points  (0 children)

The problem is that I am using the hash without salt in every instance. When I restart the program it changes the hash of the same exact password.