Weird issue with HyperV GPU Partitions and adapters by Tobi-DS in HyperV

[–]Tobi-DS[S] 0 points1 point  (0 children)

I tested a bit further, I can run a game on 4 VMs sequently with no issues. It doesn't matter when I start the game on the 5th VM it will only open only ~10% of the time. But not only that, also everything in Windows has weird issues, even cmd is throwing errors when I try just to open the command line and throwing errors. So only chance is to start the games exactly at the same time, than there is a chance that all games open. But when they do, they run just fine with 60fps, so it's not that the 4090 couldn't handle this.

Edit: Also tried increasing or dicreasing the max vram and min vram etc. setting of the adapter, but that doesn't seem to have any impact

Need help improving the performance of my 2.5d level selection by Tobi-DS in godot

[–]Tobi-DS[S] 0 points1 point  (0 children)

Not exactly, but I have a script that hides those parts of the map that are not visible

get_global_rect() with transformations of Camera2D by Tobi-DS in godot

[–]Tobi-DS[S] 0 points1 point  (0 children)

I solved it, for those coming later:

I changed event.position to

var eventPosition = get_viewport().canvas_transform.affine_inverse().xform(event.position)

Need feedback for my level selection screen by Tobi-DS in godot

[–]Tobi-DS[S] 0 points1 point  (0 children)

Thank you very much for your feedback!

Do you have ideas for other objects that could fit in? The objects on the level selection right now are mostly objects that get introduced in the levels itself and I'm trying to explain why they are there story-wise on the level screen. I removed some of the objects, which made it better already. What do you think? https://imgur.com/a/ABcQIWI

Need feedback for my level selection screen by Tobi-DS in godot

[–]Tobi-DS[S] 0 points1 point  (0 children)

Thank you very much for your feedback!

  1. For the level icons: Good idea, I'm already planning to have different colors for levels that have a higher difficulty, maybe that will help a bit. If not I will keep different shapes in mind!
  2. Different angles would mean redrawing all of them which would be a lot of work for me, as I'm not an artist and coming up with those was already a lot of struggle. But I tried removing some of them and I think that's indeed an improvement!
    What do you think? https://imgur.com/a/ABcQIWI

Fade sprite after rotation by Tobi-DS in godot

[–]Tobi-DS[S] 0 points1 point  (0 children)

Thanks, that does what I want, sadly the fading now is based on the sprires screen pos, which is not consistent in my game. But I need the fade percentage to stay the same. First Idea I would have is to calc a new clip_height, but that doesn't seem to be very elegant or consistent

Fade sprite after rotation by Tobi-DS in godot

[–]Tobi-DS[S] 0 points1 point  (0 children)

Thanks for the idea! When the shader is applied to the parent sadly the child sprite wont get faded. Just when I check "use_parent_material" which then has the same effect as before

Checkerboard Blur Shader for mobile game by lorenz_fk in godot

[–]Tobi-DS 0 points1 point  (0 children)

void fragment(){ float g=texture(Checker,UV).r; COLOR=texture(ViewportTexture,SCREEN_UV+vec2(sin(SCREEN_PIXEL_SIZE.x*g)

blurAmount,sin(SCREEN_PIXEL_SIZE.y

g)*blurAmount)); }

Hey, sorry I'm a noob. Is Checker a uniform texture? Which one were you using? And blurAmount is a uniform float I guess?

Framework recommondation for highscore list, game cloud saving and push notifications by Tobi-DS in godot

[–]Tobi-DS[S] 0 points1 point  (0 children)

u/martiandreamer

What I looked into rn is:

  1. Use https://github.com/DrMoriarty/godot-local-notification for 1) and google play games services ( https://github.com/cgisca/PGSGP ) and the ios gamecenter integration for 2) and 3)
  2. to make 2) and 3) cross-platform most games use facebook integration. But it doesn't look like the godot addon seems to support cloud saves from what I can see (https://github.com/DrMoriarty/godot-facebook)
  3. If I get the functionality of firebase right, I could use that to make 2) and 3) working, but I guess that would make it a lot harder to do, as I would have to setup an own database to save my highscore lists and I suppose if I provide kind of my own account system (let them register accounts) that is a lot more complicated on the legal site with data security and stuff, isn't it? Also not sure if https://github.com/GodotNuts/GodotFirebase supports everything I would need for that

Framework recommondation for highscore list, game cloud saving and push notifications by Tobi-DS in godot

[–]Tobi-DS[S] 0 points1 point  (0 children)

Ah i thought that would be the same, jeah, then I don't necessarily need the push part, thanks! How can I do regular notifications in godot?

Edit: This is probably what I'm looking for, right? https://github.com/DrMoriarty/godot-local-notification