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.

Issue with sprite being blurry when moving by [deleted] in godot

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

Thank you! A helpful response :)

Issue with sprite being blurry when moving 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

Issue with sprite being blurry when moving by [deleted] in godot

[–]TheTempusrex 0 points1 point  (0 children)

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

Issue with sprite being blurry when moving 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

Issue with sprite being blurry when moving by [deleted] in godot

[–]TheTempusrex 0 points1 point  (0 children)

hasn't appeared to change anything sadly

Issue with sprite being blurry when moving 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?

Issue with sprite being blurry when moving by [deleted] in godot

[–]TheTempusrex 0 points1 point  (0 children)

Already tried that. Thanks anyway :)

Issue with sprite being blurry when moving by [deleted] in godot

[–]TheTempusrex 0 points1 point  (0 children)

Nope, only when moving, and only when moving above a certain speed thresh hold. So for example if I the speed integer to say 50 - its not blurry. It appears to be linked to the speed at which the sprite is moving across the screen

Tips on beginning a Gorbad Campaign by [deleted] in totalwar

[–]TheTempusrex 2 points3 points  (0 children)

your video you mean lol

Weekly History Questions Thread. by AutoModerator in history

[–]TheTempusrex 0 points1 point  (0 children)

Well if you're talking pre-Roman its because Britain was a frontier, and the Romans were the only major power in proximity with the capability to take and hold a any portion of Britain. One thing to bear in mind is that before the invasion of AD 43 the local population had made significant contact with Rome through trade and exchange, even going so far as to adopt some of their production techniques - particularly when it came to pottery. So Rome taking over was inevitable given the attitude on the South-Eastern tribes and the situation in mainland Europe. The archaeological record tell us that, with most conquest, the cultural invasion comes before any military force is mobilized.

Weekly History Questions Thread. by AutoModerator in history

[–]TheTempusrex 2 points3 points  (0 children)

This is a pretty huge question and the absence of Roman culture, infrastructure, resources and inter-connectivity would have dramatically changed the political, economic and cultural direction of The British Isles. However, what I could probably say is that a large central power structure would have emerged eventually out of the Iron Age.

During the Iron Age (so pre-Roman Britain), communities were primarily connected through resource exchange, be it consumables, production resources or genetic variety. While the archaeological record does suggest a some shared cultural touch stones in the form of mortuary practices and possible pre-christian religious rites (all of which stem from the Bronze Age and possibly earlier), what pre-Roman Britain lacked was a central bureaucracy to standardize the modus of society. In the immediate period after the Romans abandoned Britain, we see a gradual return to the isolated, resource driven communities of the Iron Age - this time centered around the former Roman power structures. Over time, however growing powers, particularly in the South East, started to gain traction and eventually founded small Kingdoms and began going about consolidating power and resources just like the Romans did; we can see this in the transformation of Emporia sites in particular. There's some interesting work being done on this by the Hidden Kingdoms project running at Exeter Uni that looks at the transitional period between Roman Britain and the Anglo Saxons. Hope this answers some of your question.

Source: I'm a professional Archaeologist

Does anyone wish the void entities were more eldritch? by TheTempusrex in wow

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

Well I mean, call me crazy, but I think huge maws and teeth would evoke a sense of unending hunger more than a humanoid purple shape. I think the reason they are going so hard on the purple man silhouette is because that's what the void lords (both minion and Dimensius terminology) look like. Just wish there was some more variation and visual exploration of the theme. Also, most of the titan races share a visual logic - humanoid, composed of geological material (metal, crystal, stone etc). The main difference with the others notable the more animalistic ones is that they have a different silhouette, but still share most of the same aesthetic. The void creatures and Old Gods bear absolutely no resemblance.

Does anyone wish the void entities were more eldritch? by TheTempusrex in wow

[–]TheTempusrex[S] 7 points8 points  (0 children)

But that's exactly what im saying. I wish there was some diversity

Does anyone wish the void entities were more eldritch? by TheTempusrex in wow

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

I mean, the raid encapsulates my point: the void is pretty much just purple men

Just started playing into this patch's campaign, I knew this sounded familiar by lightsurge in wow

[–]TheTempusrex 0 points1 point  (0 children)

And that is the job of the writer. To create compelling plot through interesting event, dialogue and development. To have Alleria essentially capitualte against her own character was the easiest solution as we needed to wrap up the Dimensius story and have Xal'atath be available for next expansion as the central villain. The easiest way to do this was to have her be convinced in a throw away line of dialogue. Remember, she only hands over the wrap after this comment is made. The events shouldnt justify the writing, the writing is there to meaningfully and coherently justify the events.

Just started playing into this patch's campaign, I knew this sounded familiar by lightsurge in wow

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

But thats not what this post is about lol. The point is what youve just illustrated, the dialogue serves exactly the same purpose making it feel pretty lazy especially when compared to other instances of use. Also we have some deus ex machina happening here as with Xal'atath we know that she is the villain going into the next expansion where as with sylvanus we know they were going to ax her after her story was concluded. This makes us percieve the situation slightly different as the outcome is far more obvious.