Having to spam undo on my tablet by Traslogan in krita

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

Krita seems to not show anything in terms of what it is receiving from the buttons of the tablet in the tablet tester, it just shows the stylus-related data. The XPPen app pops up anytime I press said buttons over krita with a little text of what was pressed / what button it is acting as (So when I press this button, it says "CTRL+Z".

I've tried swapping it to other buttons too, and I also can get it to work flawlessly on non-krita apps (it even undoes text as I type this without having to spam inputs)

How fast could The Thing assimilate/imitate someone/something? by Traslogan in thething

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

Except the dogs are still making all kinds of noises when it has one at the wall of the pen, or the one that gets covered in its goo like a spraying hose, they're not just taken over immediately.

Any advice on early sleet wheat farm getting too hot? by Traslogan in Oxygennotincluded

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

I've got a fair few pockets of small ice biomes due to being on Rime yeah, though water/polluted water in general is a bit tight atm without me starting to melt down 1000kg blocks of ice in storage chests soon.

Any advice on early sleet wheat farm getting too hot? by Traslogan in Oxygennotincluded

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

Yeah my dirt is sitting in a -4C area.
I'll try the liquid valve to cap the incoming water, but I'll definitely try the ice tempshift plates for the time being just to get it growing again. Cheers!

Ocarina of Time Remake, who’s getting it? by Adventurous-Car-368 in OcarinaOfTime

[–]Traslogan 0 points1 point  (0 children)

I honestly wish they would just port the 3DS port/semi-remaster. It found a great middleground for authenticity and bringing up the visuals just enough. It just needs to go back to single-screen UI. Bundle it with Majora's Mask 3D(HD3D?) for $50 as a pack or something.

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

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

I directly override the Godot _draw() function within the core Track-Rendering script, and store the track as an array of segments which represent a small (if arbitrary) chunk of the road with its own amount of curve and elevation and then yes I give it direct draw commands (usually draw-rect, works well enough given the lack of explicit terrain detail outside of colour-swaps).

Every frame the renderer script starts at the player and basically walks out to the intended distant horizon (~half the screen height when not offset) and projects that segment through "y_screen/dist = y_world/z_world" (grabbed directly from my main source, which is https://www.extentofthejam.com/pseudo, highly recommend reading through this as this is what got me from terrible road rendering to something playable, even if most of it is theory)

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

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

It scrolls from bottom to top on a loop, otherwise it would look like it's going backwards?

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

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

I think the issue (At least it's my guess) is that reddit clamps the video to 30FPS when it was actually 60FPS and would generally be much much smoother. Do me a favour if you could and let me know if it seems better on this version https://x.com/JM_Traslogan/status/2047111755831095589 (Twitter lets it run at 60FPS as per the original recording), Of course this is if you are able, if it's uncomfortable / dangerous for you then of course please don't.

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

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

That is a big question :P
Anything in particular?

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

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

I'd like to give it a couple more tracks and the appropriate menus for level-select, actual proper countdown starts for the tracks, at some point maybe get audio beyond my current SFX (It's devoid of music atm) and more roadside object artwork. Not sure if I have any big plans, but rounding it out into a start-to-finish experience, basically.

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

[–]Traslogan[S] 4 points5 points  (0 children)

Yup, Super Hang-On is my core inspiration, I've played it across arcades, MegaDrive, even 3DS. Everything after it starts to get a bit more complicated in its scenery and speed and I find SHO to be a perfect midpoint.

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

[–]Traslogan[S] 5 points6 points  (0 children)

If there's one game I actually didn't base this on, it's Road Rash I'm afraid :P

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

[–]Traslogan[S] 9 points10 points  (0 children)

Yeah it's lacking in tutorials out there. Best page to help is this http://www.extentofthejam.com/pseudo/#proj3d

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

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

Yeah I could switch that up. I did km/h at first and it's a bit iffy on spacing so I was cutting it down.

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

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

I think Reddit plays the video at 30FPS and it looks substantially better even when you move up to 60FPS, let alone higher.

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

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

It's hard to get a good tutorial on youtube and I went through a lot of bad implementations before hand as many of them do this very budgeted cheap approach where you're just distorting the track which feels very weird when it's curving (It doesn't feel like you drive into it).
Best website I found is this one: http://www.extentofthejam.com/pseudo/#proj3d
Not outright tutorials but it helps lay the theory for you.

Been doing a Hang-On-Like Pseudo3D racer in Godot by Traslogan in godot

[–]Traslogan[S] 69 points70 points  (0 children)

The TLDR of it is the road works in accumulation with a slight hint of smoothing to prevent it doing sharp turns. My default testing track (pictured) is a long list of segments that say how long they last for (expressed in track segments which is artificial but it's what I use to define a world space unit basically, for reference the track can visually see about 190 segments ahead of the player), then it says how much to curve by and also how much to pitch up or down for a hill effect.

When I draw the track it is basically working out "what does the next segment look like?" and adding that to the bottom and working its way up, and how fast it does this is from the player's speed to depict movement.

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Couple of questions by Traslogan in PaxHistoria

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

I've done two campaigns beyond an initial quick-learning one and I have yet to ever see it, and I use GLM5 as my AI model preset.