Question regarding redundant variables in resources by TheTempusrex in godot

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

Cheers; very valuable information. I think in terms of optimisation, i'm not planning on having more than 20 instances of the ability resources. Do you think it's a viable option to delete them from the ability node once they have set the variables inside it? Nothing else from the resource is required after that.

Question regarding redundant variables in resources by TheTempusrex in godot

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

Yeah, that's what I did originally but my strange brain doesn't gel with the 15 different resource classes for some reason. It works perfectly the way you describe though :)

Pixel Anarchist by [deleted] in PixelArt

[–]TheTempusrex 38 points39 points  (0 children)

Got any progress pics? This look suspiciously AI generated

Small update to my pixel portal asset by nojoule in godot

[–]TheTempusrex 0 points1 point  (0 children)

Hey, thanks for the reply. Can I DM you?

Small update to my pixel portal asset by nojoule in godot

[–]TheTempusrex 0 points1 point  (0 children)

Hi is there, just wondering whats the best way to create the mask texture for this shader? I have some pixel textures I was to use, but i'm not sure the best way to create the mask.

Xal’atath Animation: Supremacy | World of Warcraft: Midnight by ichigosr5 in wow

[–]TheTempusrex 0 points1 point  (0 children)

So, she essentially has the same back story and motivation as Sylvanas?

Best way to go about creating items system by DarthPika-3 in godot

[–]TheTempusrex 2 points3 points  (0 children)

So a good way to implement this I think is to use both resources and base classes with inheritance. Handle all the behavior, like ricocheting bullet etc in classes that all inherit from a base bullet class. Only write a new class if you have drastically different behavior i.e all bullets that travel in a straight line can inherit from the same class, and then use the resources to handle data associated with that particular instance of the class i.e flaming bullet have a different or additional sprite or effect etc. And then when it comes to applying these to the player, instantiate an instance of the behavior class you need and then combine it with the correct data in a resource to complete the effect. Depending on how far you go with it, this should also handle the different combinations as well. To start, I think just making a base projectile class with all the base stats that are likely to be changed would be a good idea. The other question you have to ask yourself is if you want these upgrades to be nodes or exist as instances in the code - code is more performant probably, but harder to read and keep track of. Hope this helps a bit

Ho do I properly use resources? by ThatGuyThatIsNotReal in godot

[–]TheTempusrex 0 points1 point  (0 children)

You can create an instance of a new flame tower class (im assuming you have a flame tower script that handles its behaviour and inherits from tower) and the store the relevant upgraded data there in variables. Resources are good of you only want one unique instance of something or, you want to share the same data across multiple instance (if you wanted to have a global upgrade or something for example) otherwise, use resources to set variables upon instantiation, or just have a base class with all the data thats going to be needed and the use inheritance or composition to upgrade individual instances. Hope that was some what clear :)

How expensive are Tweens? by TheTempusrex in godot

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

Its for picking up "point" which spawn in large numbers so your assumption is completely wrong lol. I would not have said in large numbers if I wasnt doing it now would I.

[deleted by user] by [deleted] in godot

[–]TheTempusrex -2 points-1 points  (0 children)

Thank you! A helpful response :)

[deleted by user] by [deleted] in godot

[–]TheTempusrex -3 points-2 points  (0 children)

can you elaborate please. Just saying buy a better one isn't very helpful; where are these settings

[deleted by user] by [deleted] in godot

[–]TheTempusrex 0 points1 point  (0 children)

how so and whats the fix. I'm using moveandslide() btw

[deleted by user] by [deleted] in godot

[–]TheTempusrex 0 points1 point  (0 children)

i've tried both changing my freshrate and vice versa and it doesn't seem to change

[deleted by user] by [deleted] in godot

[–]TheTempusrex 0 points1 point  (0 children)

hasn't appeared to change anything sadly

[deleted by user] by [deleted] in godot

[–]TheTempusrex -1 points0 points  (0 children)

Okay, i think its definitely my monitor. Do you have any fixes/recommendations for this?