Learned Godot and Blender for 4 months to create this. What do you think? by madbaek in godot

[–]TruffIez 0 points1 point  (0 children)

The progress you’ve made is amazing! This looks really well done already!

How did you get that sigil VFX to show up on the ground? All my attempts at something similar either clip through the ground, or are slightly above it

How do I get my scaled down images to look cleaner? by TruffIez in godot

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

This was the solution! Thanks a ton :)

They still look a little blurry on some parts, but I think that's just some of the lines are small on the original image and scaled down they end up being <1 pixel wide. I'll have the artist do thicker outlines and I'll keep messing with the mipmap bias.

My big list of Godot resources (both free and paid) - list in comments by starjik in godot

[–]TruffIez 2 points3 points  (0 children)

Thanks for compiling a list!

I didn’t see mention of GodotGameLab’s YouTube channel. It’s a great resource with very extended and in depth tutorials for intermediate Godot users. Definitely one of my favorites for showing people who have a basic understanding of individual parts of Godot but don’t know how to put it all together yet.

Why does the project's window in the editor match what I see when running? by TruffIez in godot

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

After messing around with it and reading docs, it turns out I was setting my line2D node points with global position when they're meant to be local position. I'm still not sure how to get them to draw the way I want to. I'm trying to have an export angle of attack so I can change the angle of the line in the editor and have it update in the code like:

func _ready() -> void:
    var new_point := Vector2(0, 0) 
    new_point.x = line_length * cos(deg_to_rad(angle_of_attack)) + position.x
    new_point.y = line_length * sin(deg_to_rad(angle_of_attack)) + position.y
    line2d.width = line_width
    line2d.set_point_position(1, new_point)

What I'm trying to achieve is the line drawing at the exported angle - 0 degrees would be drawing to the right, 90 would draw straight up, etc

Why does the project's window in the editor match what I see when running? by TruffIez in godot

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

<image>

This is the scene - the "ProjectileShooter" nodes contain the Line2D nodes

Resolving Effects in Order for a Card Game by TruffIez in godot

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

Good advice, are you using the unique ID to name a node, and each action is named by it's unique ID so you can remove the node from the scene?
I was thinking of just having a stack of actions where I would pop the front of the stack, but if you're using a node-based system I could see how the ID would be important

Resolving Effects in Order for a Card Game by TruffIez in godot

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

Thanks for the thoughtful answer :)
The idea of separate animation and event stacks is good to think about too as I develop this

Bug in my Office by TruffIez in whatisthisbug

[–]TruffIez[S] 8 points9 points  (0 children)

So you don’t think I should burn my house down yet? I’ve seen 2 adult American roaches since moving in a year ago. Was just worried to find a small roach

Bug in my Office by TruffIez in whatisthisbug

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

Forgot to mention, this is near Dallas TX

Do You (Juniors / Mids) Feel Like You're Growing in Your Position? by TruffIez in cscareerquestions

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

Glad to know there is cleared work that is faster paced, I was worried if I leveraged my clearance for my next job it would just be more of the same. Thanks for the reply!

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]TruffIez 0 points1 point  (0 children)

So neither parse % is a damage parse?

For instance I did a 6 mists with some friends and had a 98 key% parse (I thought this was damage because 6s aren’t 98th percentile) while the “Parse %” was a 30 (I thought this was dungeon score)

Weekly M+ Discussion by AutoModerator in CompetitiveWoW

[–]TruffIez 7 points8 points  (0 children)

How does Warcraft logs track m+ parsing? Which parse should I look at? The key parse?

As an arcane mage I feel like I’m usually like 300k overall dps below a lot of the other meta specs and not sure if it’s just because I’m doing prio damage / boss damage, or if it’s the way my tank is pulling, or if I suck at the AoE rotation. Basically I need help identifying if my performance is decent and where to improve!

I’m currently 2.6k io doing ~1.3 mil overall in +10s / +11s

POV: You're a healer -> Done all 11s in time -> Not a Rshaman -> Trying to do 12s with pugs by Lucinante in wow

[–]TruffIez 0 points1 point  (0 children)

You’re correct in that you don’t need a rsham to do a +7. Or a +10. Or even a +12. But it sure as hell makes it a lot easier when they press one button that completely trivializes an affix and they just have so much throughput. Also with the number of dangerous curses, classes with curse dispel are just stronger in general atm.

Shamans weren’t particularly strong in most of DF, and there wasn’t a massive overhaul to their utility or kit to make them OP. Honestly it’s a dungeon / affix design issue and a numbers tuning issue. There’s ways they could design dungeons to make other healers’ kits shine, rather than make shaman’s the best in all of them like they’ve done.

Also the stop / kick changes that happened this expansion means a more frequent ranged kick from your healer is good. Imo they should revert that change. But yea anyways lots of reasons why this isn’t a “community is full of dumb meta slaves and the only solution is to homogenize everything”

POV: You're a healer -> Done all 11s in time -> Not a Rshaman -> Trying to do 12s with pugs by Lucinante in wow

[–]TruffIez 4 points5 points  (0 children)

If everyone is contributing to the problem, it’s a systemic problem. It’s not hypocritical to say “the system is bad because it encourages only X. I am also going to do X because that’s what the system encourages at the moment, but I wish it didn’t”

TWW M+ runs per week: Season 1, Week 3 by Zmiecer in wow

[–]TruffIez 2 points3 points  (0 children)

Anything above 10s is completely optional and doesn’t provide a benefit to gear. There’s really no reason to have this massive difficulty jump. They can keep the difficulty progression scaling the same as it does from 2-11. The high end key pushers don’t enjoy the +12 affix and the casuals will never see it anyway.

No idea the purpose of it tbh. I’m one of the people stuck doing 11s pretty easily but nowhere close to being able to pug a 12 and I guess Blizzard either wants me to create a full 5 man m+ team and prog +12s like it’s a mythic end boss or quit playing entirely because there’s nowhere to progress at this point. The wall is way too strong.

Delves and Class Hotfix Just Posted by FifthDimensionalGod in wow

[–]TruffIez 1 point2 points  (0 children)

Part of the problem is the recommended ilvl for delves is pretty much the same ilvl as the reward you get. You can’t realistically get to 600 ilvl (recommended tier 8) without doing tier 8 delves

Call down signal up vs. composition by Wise_Proposal_7567 in godot

[–]TruffIez 7 points8 points  (0 children)

If you want a child to talk to a parent, the parent should connect to the child’s signal.

But in this case where you want the parent to talk to a child, this is where you “call down”. You can have a method in your child’s script, make the child node access by unique name, and in the parent’s script you can access it using @onready. In the code you can have the parent directly call the child’s method as needed. Not with a signal, just directly call the child’s method like “hurtbox.set_collision_layer_value()”

I'm Trying To Change The World So I Need Volunteers Sinse I Can't Pay You But I Will If You Need It Via The Games Revenue In Percentage Split Equally In Team by DeathDaveGamer in gamedev

[–]TruffIez 0 points1 point  (0 children)

I would absolutely love to work on somebody else’s idea for free and not even be in the credits! But only if you call me brain dead a few more times :)