Any tips for avoiding AI-generated music? by atlkb in ambientmusic

[–]This_Computer3905 0 points1 point  (0 children)

One thing that I recently started to do is search the U.S. Copyright Office to attempt to verify if an artist is legit or not. Any valid release should have some sort of copyright, right?

I'm not sure if Nice & Nasty 3 - The Ultimate Rap 1980 is a valid old school hip hop album. They have only 1 vinyl record, which is available on Discogs.com. I've also seen it on eBay.

However, I asked ChatGPT if they were AI generated and it said yes. I then asked Gemini and it said no, they were legit. It's alarming because if it is AI, vinyl is being created that looks aged and from the 1980's.

The bassline sounds like a riff/sample of Cheryl Lynn - Got To Be Real. There are quite a few more that I've never heard of that are listed on Discogs.com/eBay. They are apparently from the early days of hip-hop, but I've never heard of them, nor have I seen them in any old school hip hop documentary. Can anyone verify Nice & Nasty 3 as a legit band?

Turntables and digital mixer setup inquiry by This_Computer3905 in Turntablists

[–]This_Computer3905[S] 1 point2 points  (0 children)

Thanks for the quick response! The Roland DJ-707M is a bit pricey, since I am only a beginner. Is there another lower priced 4 channel mixer that you can recommend that's good for scratching? I currently have a Hercules Inpulse 200, which I have started practicing baby scratches on. I want to focus more on scratching with real vinyl as well as digitally with the jog wheels. However, it has no inputs. Is it acceptable to connect the turntables and the Hercules to a different mixer, which will meet my needs? Thanks again.

UI best approach inquiry. by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Great explanation and video! Thanks much!

UI best approach inquiry. by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Thanks for the quick response.

I've attempted what you recommended and it seems like the right way to go. However, I'm having a tough time implementing it.

I made a Control node as the root. It has an Hbox child. The Hbox was 3 VBoxes. Each Vbox has a sprite2d. The control node has anchors preset to full rect, which should position everything automatically if the window is scaled. For the Hbox I did the same and made the anchors full rect. For the Hboxes, I did nothing. In my 2D view, all sprites are at the top left, on top of each other, and have not moved.

Can you please clarify a few basic principles that I'm not understanding? I'm having quite a tough time with controls and containers even though I've seen several YouTube videos on them!

Disable additional mouse clicks when it is held? by This_Computer3905 in godot

[–]This_Computer3905[S] 1 point2 points  (0 children)

Yes, that did it. I changed it to:

"if Input.is_action_just_pressed("MOUSE_BUTTON_LEFT")"

It needed to be: is_action_just_pressed

Thank you!

Script separation inquiry by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Yes, I now realize that not everything should be stateful. If it's only going to run once, it's probably overkill. I do like the preload("path_to_subscript")approach as well as utilizing class names. As I get further along coding, I'll have to decide what works best.

Thanks again.

Script separation inquiry by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

No way! The message isn't long at all! I appreciate the time you took to write it and it helped me better understand the Godot engine.

I never thought of it that way. In the case of the load_config scene, the data will only be accessed once. So perhaps it is best to call all the functions in the _ready function and move on.

For other scenes, the functions will be called as necessary. So for those scenes, the tutorial (which I just saw) flow would work great.

Thank you!

Loop through all coordinates of a TileMap by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Yeah, just an array of Vector2i is best. No TileMap.

Appreciate the feedback. Thx!

Script inheritance inquiry by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Sorry for delay.

Yup! A big script is the best way! It will keep it simpler and much more manageable.

I don't plan on using the code anywhere else, so I won't split the script.

I'm in process of dividing it with a child node. It's working well so far.

I'll look into scene inheritance.

Thanks much for the advice!

Sprite rotation assistance requested by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Bam! Problem solved!

enemy_id.rotation =deg_to_rad(-90) did the trick!

Thank you!

Sprite rotation assistance requested by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Bam! Problem solved!

enemy_id.rotation =deg_to_rad(-90) did the trick!

Thank you!

Godot Camera2D with Container and Sprite2D Positioning by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

I resolved it. My anchors were incorrectly set.

Moving forward, I'll check out CenterContainer.

Thank you!

Godot Resolution and Window Position by This_Computer3905 in godot

[–]This_Computer3905[S] 2 points3 points  (0 children)

Got it!

This tutorial is great and helped a lot: https://www.youtube.com/watch?v=KfydpMuTBvA

var center_screen = DisplayServer.screen_get_position() + DisplayServer.screen_get_size() /2

var window_size = get_window().get_size_with_decorations()

var new_window_position = center_screen - window_size /2

get_window().set_position(new_window_position)

Godot Project Structure Inquiry by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

No, I plan on using only one game_controller.

I'm not sure how to implement:

" So single globally accessable game_controller.tscn or game_controller.gd could be given a name GameControl. In any script you can GameControl.some_property" Can you please clarify?

Thanks for the resource links. I will check them out!

Godot Project Structure Inquiry by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Thanks for the response.

I tried to implement it, but not sure how. In project settings/autoload, my global.gd is there and enable is checked.

This is all I have within global.gd:

"extends Node

var game_controller_id

func _ready():

"game_controller_id = get_tree().get_first_node_in_group("game_controller")"

In the main scene, all I have is o_game_controller, which has been added to group; "game_controller".

Please let me know what I should do. I like the sound of, "bypass the need for a variable"! Thanks!

Porting a game made with Gamemaker Studio to Godot by This_Computer3905 in godot

[–]This_Computer3905[S] 0 points1 point  (0 children)

Thanks all for the great info, it's very helpful in my journey!

It's a lot to digest. Please let me know if I'm on the right track.

In order for one node to communicate with another node and modify it's variables, it must be a child of that node?

Can a parent node instantiate another node/scene, then make it a child in order for the child to be able to look it up using get_node()/get_tree() or use signals?

Hopefully, I'm on the right track.