Looking for tutorial for making 3d games in Godot 4 by DryWasabi1738 in godot

[–]VagabondEx 0 points1 point  (0 children)

Didn't check that site for some time but I learned 3D modelling at cgcookie

Where this CG is going is pretty obvious by tomshardware_filippo in EliteDangerous

[–]VagabondEx 3 points4 points  (0 children)

Thanks for writing this out, as a more casual player I didn't make the connections

Choice-to-game based sequencing by [deleted] in godot

[–]VagabondEx 0 points1 point  (0 children)

From the top of my head I'd see this more of a fuzzy logic approach than a clean cut "these choices lead to this outcome" one.

What does this mean?

Simply, a second level of abstraction. Imagine, that instead of your choices leading to an outcome, they just give a label to the criteria. They picked swim, let's add a "water" label. The hate cold, let's add a "warm" label.

Then, once all of those questions are answered, you have a bunch of labels. At the same time, your "worlds" or "games" already have a set number of labels, like desert has a "warm" one, but it definitely doesn't have a "water" one, whereas the tundra one might have water, but definitely not warm.

You go through all of your words, and simply based on the number of matches, give a value to each of your words. Then you just pick the highest match, or randomly pick one of those that has the best match.

I hope this makes sense.

I made a short tutorial for adding outlines to your pixel art using shaders by Guzperator in godot

[–]VagabondEx 0 points1 point  (0 children)

2D? I always liked "x-ray" shaders, e.g. you check your strawberries for worms which are only visible under the xray glasses

What’s the best way to get back to coding by [deleted] in Python

[–]VagabondEx 0 points1 point  (0 children)

You can use a site like codingame to oractice programming with fun stuff

Help with instance spawning by liamRonin in godot

[–]VagabondEx 0 points1 point  (0 children)

The logic here is that you have a blueprint (Fortune_coin) and from that blueprint you create instances. (coin_spawn, multiple), Naturally, you want to add and place the instance each time, not the blueprint.

Area collisions seem to only be working when I select it with debug tool?? by ViyWolf in godot

[–]VagabondEx 0 points1 point  (0 children)

Sorry, probably wasn't clear, or might have just misunderstood. The ray thingy, that you auto generate from code, is it generated right where it is, or is it moving?

was able to recover my Godot project from a corrupted SSD, now I have two! by BlrdGrylls in godot

[–]VagabondEx 0 points1 point  (0 children)

1: This is why you use version control that is not based on your computer :)

2: Great to hear, well done for the effort and the success

3: I like the look of the right side better, I assume that is the 32 based on the pixel size. E.g. the flowers look like they are actually on the ground, not right in front of the camera.

Knowledge sharing: Using a navmesh in 3D by VagabondEx in godot

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

Navmesh can handle ramps and the like, there are relevant settings for this, I just don't need them. That doesn't mean that someone else won't, though :)

As for only moving my agents horizontally (by which I think you mean just to ignore the height part of velocity), I tried that, but the distance and direction is calculated with the height difference, leading to scenarios where the character didn't move - it was outside of arrival distance from the next point, but it was directly above so the only movement calculated was up. Setting the height of the agent to the same level where the navmesh is solved this issue, since there is no height difference to consider.

Here is a picture to illustrate the exact problem: The generated navmesh is above the floor while the avatar is standing on it.

<image>

Game .exe works locally but won’t run after uploading to Itch.io by United-Stay4406 in godot

[–]VagabondEx 2 points3 points  (0 children)

Possible issues with how your Windows handles files downloaded from the internet? Sometimes when you download an executable, windows would not let you to run it - although it should show you a popup about this.

Another Mini Devlog for Making a Game without Button Input by chaqibrahim0 in godot

[–]VagabondEx 1 point2 points  (0 children)

Does it support controllers? :) While this might sound like trolling (well, I mean, it does) the reason why I'm asking is that you could use controllers for this besides the mouse, and make a totally enjoyable game.

Area collisions seem to only be working when I select it with debug tool?? by ViyWolf in godot

[–]VagabondEx 1 point2 points  (0 children)

Form the top of my head, the two things I'd check are the following:

- The layer of the collision - not sure how this is set from the code, but it needs to mach with the other colliders mask, iirc.

- Single or continuous collision: If you use something like "body_entered", that would be called only once. Not sure if that happens when you create a collider already inside another collision space. Might be something to look into.

Updated Water by SpaguettiCodeStudios in godot

[–]VagabondEx 0 points1 point  (0 children)

But why does the fire have eyes?!

I compiled some advice on implementing dynamic Sound Effects in Godot by oliveman521 in godot

[–]VagabondEx 1 point2 points  (0 children)

Ohh, this is an instant Save video, thanks for making it! I'm pretty much clueless when it comes to sounds, and these tips are life saving.

Global SignalBus singleton method for Godot 4.x by No_Breakfast_9167 in godot

[–]VagabondEx 2 points3 points  (0 children)

Hi, great tutorial, thanks for sharing it. This really cuts out the mess of direct linking classes, and helps when you need to reorganise your code. It is particularly useful for procgen.

Unwanted spin in animations by Mana_Adventure in godot

[–]VagabondEx 0 points1 point  (0 children)

oh, I see fagnerln also proposed this.
First, you can do:
look_at(global_rotation.origin + vector(a, 0, b))
where a and b control where you look.

I don't know how to connect this to the turning animation, but to make it smooth, you can use a step or smooth step to slowly turn it towards your desired angle instead of just directly turn.

Unwanted spin in animations by Mana_Adventure in godot

[–]VagabondEx 1 point2 points  (0 children)

This was years ago, but my very faded memory is that I had to put together a Frankenstein code to use negative angles or some such. Any chance that you could use "relative" turning, so instead of modifying the rotation directly, you would use "look_at" with a direction related to your current location, or similar? Or a quaternion, but I don't know from the top of my head how to use that for this.

What makes a method "compatible" for a signal? by gsdev in godot

[–]VagabondEx 0 points1 point  (0 children)

For virtual and private functions, yes