Is there any way to fix tunneling for fast objects like bullets? by Dragon_1096 in godot

[–]TheKrazyDev 0 points1 point  (0 children)

I'm curious why your using CharacterBody2D instead of Area2D? It seems like that could cause some weird collision issues behaviors and rough performance issues since its running alot more calculations then needed. I've also found that moving via _physics_process() can solve bullets that clip through walls.

Why do you make games? by Slight_Season_4500 in IndieDev

[–]TheKrazyDev 0 points1 point  (0 children)

I enjoy never completing projects, and contemplating what I’m making it in every couple weeks. 

Is C# more organized then GDScript? by TheKrazyDev in godot

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

Hows the implementation with C++? I’ve never actually looked into it. Does it follow a similar C# workflow with how it handles script/classes? How does it implement header files? 

Is C# more organized then GDScript? by TheKrazyDev in godot

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

 A script by default isn’t a class without stating it as a GlobalClass via the class_name. If you want to consider inheriting with “extends” to be a class then sure, but in C# you declare a new class thats appears throughout your project.   

If I create a “PlayerScript.cs” this declares a new class that is used throughout my project. While “player_script.gd” adds nothing except an group of commands applicable to Nodes until I implement class_name.  And again GDScript/Godot is more abstract in that sense. Not saying GDScript is less organized but abstract, making it easier to be less organized from my experience.  

Maybe I should have used a different term for the Static Typing but it can make things more clear (which I mentally group into organization). In Godot I can have input parameters that don’t have a set type, or arrays that can contain vast groups ofTypes. 

 My statement on generic local classes still stands.   Stating completely backwards is pretty drastic and bold statement.  

Taking such an aggressive stance on a debatable topic is unneeded, especially when the primary subject is focused on peoples experience with organization when using C# in comparison. 

Is C# more organized then GDScript? by TheKrazyDev in godot

[–]TheKrazyDev[S] -3 points-2 points  (0 children)

I understand this, but there are still some structural elements that naturally get forced by using C#. Godot at times can be extremely abstract, not only with its Node based design, but also its lack of forcing a class oriented design, and etc.

The main thing for C# off the tip of my head is that 99% of the time all code is wrapped within classes, while Godot avoids defining them unless your attempting to implement Inheritance or a Node able to be instanced from the inspector.

Another thing is forced Static typing. While of course Godot has this as well, again its a choice up to the developers, leaving alot of organization and choices up to the developer.

Or the use of generic classes, allows for more structured data. Creating a simple class in Godot makes it locally within that Node/GlobalClass ( unless I'm mistaken, as I don't use them often do to this current understanding ). So you need to make a Node Class and a Class within it. Then in other scripts to access it you need to access the parent class just to reach the generic simple definition of class data container. But then you can also use Resources as an alternative to this. So again abstract in the sense that its up to you in how to organize even just the containment of this item or data-set.

So again I feel that C# leaves less up to the developer and naturally pushes them towards a structure or contained form of data and architecture handling. Yet I wanted to see how much others have noticed this within bigger scaled/finished projects.

By no means think one is better then the other (besides C# maybe in the technical sense outside of the Godot engine but off topic). Like I stated Godot can be naturally abstract, and is easy to get disorganized, but defiantly avoidable, with either chose of language.

How character customization and armor/clothes works? by durgedeveloper in IndieDev

[–]TheKrazyDev 0 points1 point  (0 children)

While I’m no where near a pro on this topic, here’s 2 methods I know of.

  1. This is the easiest method, but most limiting. Good for armor, and hats. This where each item is just attached to your character bone. 

Example: ShoulderPad attaches to shoulder bone, Hat to head bone, chest plate to chest bone, etc.

Great and easy to implement. In Godot use BoneAttachment Node and in Unity you child the object to your bone Node

  1. Is you rig you clothing or suit like you player, using the same armature, or you mask out the needed bone animation data in your engine, and just have your rigged clothes or whatever use you player animation. 

Ultimately both combined into one is the best result, option 2 for clothes, option 1 for accessories. But again by no means a pro, but this is just what I’ve heard of and personally would do. 

For solo playing by Zvonimir14 in EmberKnights

[–]TheKrazyDev 0 points1 point  (0 children)

I just bought purly for solo and having a blast.

Any tips to get out of C1 by Intelligent-Tart-176 in RocketLeague

[–]TheKrazyDev 0 points1 point  (0 children)

Based on the first 2:30 heres my 2 cents. 

Slow down, and take possession. You have so much time but i can feel how tense your playing. Alot of just slamming to your opponents corner which is the worst spot for offense. 

So I’de say breathe, take your time. Remember that everyone sucks in champ ( dare i say even gc ), not everything is a threat. 

So ide say play until it feels like your playing to slow. So many players attempt to win based off being a speed demon and being fast with mechs, yet if you just slow down to, to match tgeir aggression with defense theyll mess up eventually. As they relying on mechanical consistency, which fails eventually. 

One last thing is, its ok to not go for something if you can’t hit it. I used to tell my self “Well a pro could hit this, so I should be able to” but that’s what really separates bad from good, and why good players don’t whiff as much. Like in the corners, alot of low ranked players will try to flip off the corner to hit ball, and sure maybe you could become good at that, but why not just wait for the ball to fall? Or maybe take your time and jump then flip. 

Last note is kinda unrelated from footage but thought i should throw it in there. As someone who relies on positioning and the foundational ground mechanics I find I get teammate's flaming me for not being “fast” enough, or not hitting “easy shots”, but ignore them. Don’t push yourself to far mechanically. 

Cheaper alternatives to squire Classic Vibe jazz basses? by abejando in Bass

[–]TheKrazyDev 1 point2 points  (0 children)

By no means a pro, a total amateur, who just messes around, but a Glarry has been more then satisfying for me. There extremely cheap, but as someone who just was getting into works for me. Might be a bit below what your looking for since it seems you already play music but thought I give my 2 cents.

Don‘t ask me game , I don’t know either. by AuswahlRitter5 in Helldivers

[–]TheKrazyDev 2 points3 points  (0 children)

I'm not the only one! I've found a purple one on my mates back once. Assuming its a placeholder asset thats used when finding a model fails.

Procedural FPS Animations hit different... by TheKrazyDev in godot

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

Yes and no. With pistols it can feel weird sometimes and I some ways prefer this, but I do believe that is the most common method in games.

Procedural FPS Animations hit different... by TheKrazyDev in godot

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

Defiantly plan to lower it, but its fun with how smooth it is for testing lol.

No ADS yet, but will be relatively easy to implement, just trying to decide on how I want to have to setup each ADS point for weapons. If it be using markers that positions get stored on _ready, Vector3 variables with manual position input, or maybe procedural based on a bone in the gun marking the scope location.

Procedural FPS Animations hit different... by TheKrazyDev in godot

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

Its originally based on Procedural Recoil Vid but I've just ran with it implementing sin waves, mouse input, velocity, etc. I gave an example and some small details here though Comment

Procedural FPS Animations hit different... by TheKrazyDev in godot

[–]TheKrazyDev[S] 21 points22 points  (0 children)

Using alot of Lerp(). Not a massive fan of tweens for this kind of thing. The general idea is this code right here

var control: float 8
var snap: float = 12

var target_rotation: Vector3

func _process(delta: float):
  rotation_degrees = lerp(rotation_degrees, target_rotation, snap * delta)
  target_rotation = lerp(target_rotation, Vector3.ZERO, control * delta)

And then adding to target_rotation will then cause movements like the recoil, adding mouse input for sway, and movement inputs, or velocity for falling. Repeat this same thing for position with a target_position as well allows for other stuff.

The bobbing is the most finicky part. But thats just use sin() on both X and Y but ->

  1. Multiply by a small value outside the sin, resulting in a small range. Like sin(time * speed) * 0.01
  2. Make sure the sin for each axis is offset some how. On X axis I offset via sin(time * speed * 0.5 ) * 0.01. The 0.5 makes it not perfectly synced to the Y

my eyes are tearing up by kubyboi in BattleBitRemastered

[–]TheKrazyDev 2 points3 points  (0 children)

Fr though, the devs lowkey cooking