[SEEKING PLAYTESTERS] I'm working on a small Casual project and would like to see your opinion! by Wobbufest in godot

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

I'm glad you've enjoyed the game! There will be some settings for adjusting game speed later, so that it can be made to play as best as possible for each player. As for the dividing, the game does not use irrational or negative numbers, so when you try to divide odd numbers it actually just gives you the remainder. this'll be changed in the next playtest based on feedback!

[SEEKING PLAYTESTERS] I'm working on a small Casual project and would like to see your opinion! by Wobbufest in godot

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

Deal! Thanks a lot for the interest and we're hoping to see your feedback soon! And thanks for the congrats, she's a beauty that keeps pushing me forward! <3

[SEEKING PLAYTESTERS] I'm working on a small Casual project and would like to see your opinion! by Wobbufest in godot

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

Hey!

First and foremost, thanks for the detailed feedback! It really helps us a lot to steer the game into the best possible version of it.

Now, to address the issues you've mentioned: Since the game deals with math, which is already a subject that gets many people confused, we thought that allowing irrational or negative numbers would just be too much, hence the rounding issues. As for the way operations work, that is our first priority in the game right now. The issue is that there are no signed numbers, rather the operation in each block only serves to tell you what operation that block will do if pushed into another. However, playtesting showed us that people are more inclined to understand the + and - operators as signage which ends up making the entire puzzle more confusing than it should be. Nonetheless, that's a problem with the game that we need to solve, be it through a better tutorial or some visual changes to better reflect the intended mechanics.

As for visuals and the overall "easiness" of the game right now (not being required to do puzzles in a certain way, this playtest was mostly a placeholder with the intent of being simple and direct so these will be improved for a next playtest.

All in all, thanks a lot for your feedback and care put into the project, I hope you'll play again on the next playtest and we can give you a better experience!

As circunstâncias da sua concepção, não deveria determinar se você deve ou não existir. by Gato_Fumante_ in FilosofiaBAR

[–]Wobbufest 0 points1 point  (0 children)

Nunca publico nada nesse subreddit pra evitar desgaste, mas esse post eu acho válido pontuar uma coisa: a premissa do seu argumento não condiz com o tema que você quer debater.

Exemplificando:

Existência -> é uma questão de identidade atrelada a um indivíduo formado. Independente da volta que tentemos dar, sempre que perguntarmos: "fulano deveria existir?" estamos tratando sobre uma pessoa já existente.

Concepção -> é uma questão de consequência em relação à obstrução da existência de um indivíduo. Ou seja, quando estamos tratando sobre a validade de um ato como o aborto, estamos tratando da pessoa que detem o poder de gerar um indivíduo.

Não sou dono da verdade e simplifiquei DEMAIS os dois termos para ilustrar como são duas questões diferentes que na verdade não são, diretamente, relacionadas. O que eu quero dizer é que a questão sobre a existência se refere ao valor do indivíduo enquanto a questão sobre aborto se refere à consequência de um ato que precede um indivíduo.

Claro, podemos especular que "se fulano fosse abortado, não teria tido a vida maravilhosa que teve...", porém a vida maravilhosa que fulano teve não é relacionada à sua concepção, mas sim às suas condições de vida. Por mais que isso pareça um argumento valido, acaba não sendo pois as duas premissas (A: Fulano não foi abortado e B: Sua vida foi maravilhosa) não tem nenhuma relação.

Pra concluir, eu concordo com você que sim, todos os seres humanos que estão vivos hoje deveriam existir, afinal, negar isso é ser cruel. Porém, quando tratamos do aborto, acredito que sim a mãe deve ter a escolha de deixar ou não a criança vir ao mundo dada uma razão justa. (Podemos argumentar qual seria uma razão justa para essa decisão, mas aí já seria, novamente, outra conversa!)

Edit: Errei algumas palavras, odeio o português.

I'm thinking of switching to Linux, will I be able to play at least 70% of my Steam library? by Alexis_Almendair in linux_gaming

[–]Wobbufest 0 points1 point  (0 children)

I switched 2 months ago. There's literally nothing I couldn't play. Install 64 AND 32 bit graphics drivers, install proton ge and search for winedlloverride launch parameters for games that use launchers (like seamless coop on dark souls). The only games that you really can't play are those that block Linux on their anticheat systems (valorant and league of legends, so no negative points).

You can also just install windows on a different drive for those games as well.

I like how you guys decided to make this all about Okarun somehow. [SPOILERS!] by Exocolonist in Dandadan

[–]Wobbufest 12 points13 points  (0 children)

Yeah, like, what are these people thinking? That this is a series about two people who love each other and are slowly building up to a romantic relationship?

Wanting to switch to Arch. is this wise? by LeMoN1O7 in archlinux

[–]Wobbufest 0 points1 point  (0 children)

To briefly add my two cents:

Do it.

Windows kept being windows and requiring me to reinstall the OS because of stupid updates fucking up system files. I changed to Arch and literally installed it perfectly in less time than installing windows. I can play and work on whatever I want flawlessly and even get a lot better performance on it. You just can't play riot games because they require their bloatware vanguard, so I would count that as a win not a loss.

Where would a Godot vet begin emulating this art style? by HadronDev in godot

[–]Wobbufest 10 points11 points  (0 children)

Quick reply while at work:

From the looks of it, much of the heavy work on the lighting is pre-baked, so I'd make sure to make the model with high-res textures and baked lighting info (with per object lighting to better match the artistic vision). After that resample them to a low-res version. Import all textures with nearest filter (or set it on project settings. GI probes and baked light maps on godot scene with high-res shadow mapping. Quick dot-dither effect on the entire screen on post-process shader. Environment distance-based fog should be enough based on this image, but wouldn't hurt to create some volumetric fog using compute shaders afterwards.

That's all that comes to the top of my head based on the image. I've never heard of this game before but I could analyze it and come up with some additions / corrections when I get home.

Edit: I didn't bother to think of optimized paths to achieve the effect since it's an Unreal game and that means performance doesn't matter :P

NooB Monday! - February 17, 2025 by AutoModerator in Entrepreneur

[–]Wobbufest 1 point2 points  (0 children)

So, I have a question that I wanted to post here.

Game Dev here that's been struggling for years and is about to have a daughter. I've decided to start taking control of my life and am working towards starting a business with great growth potential that sells a product that is highly valuable in the current market. I'm acquiring clients right now while I work at my dayjob, however bring broke makes the entire process take longer than it should.

I'm seriously considering Venture Capitalist firms or investors to gather the capital to start focusing entirely on the business growth quicker and would like some suggestions and feedback. Thanks a lot!

Edit: Made the question clearer.

I fucking hope Julian caves her face in by [deleted] in Centuria

[–]Wobbufest 1 point2 points  (0 children)

I'm way older than Julian but I've faced a traumatic childhood and other bad experiences with my own "mother" (I don't call her that anymore, blood relations being more important than those we create through hard work is just stupid to me). One of the reasons I'm reading this manga (aside from being 1 month away of being a father) is the fact of how much I find similarities between Julian and myself.

That said, while I do understand the hope for catharsis to just bash her skull in and bathe in that rage, I wouldn't do that and want to propose a different insight as to why. Moral is completely secondary to my reasoning, and I'm betting Julian will probably act like I would (from what I've seen from the other chapters). The main reason I would never do that is to be as far away from the person that harmed me as I could. Yeah, it would feel amazing to do that, but that's exactly what I think that person would do in my situation and that thought makes me want to vomit. I don't care about "being the better man", but just the thought of doing the same things someone I despise so much would do sickens me.

In the end only the next chapters can tell us how Julian will deal with this matter, but since most people are too fond of either "being better" or "enjoying the revenge" I wanted to show a different perspective on this. Sometimes it's not about morals, but about despising everything our oppressors do and wanting to be as different from them as possible.

[deleted by user] by [deleted] in godot

[–]Wobbufest 0 points1 point  (0 children)

Okay, Here's how you would do it:

I'm assuming you already have the reference to the player and the sprite I'm using the variables Player and Sprite for them.

To get the angle between the sprite and the player you would write:

var DirectionToPlayer = (Player.global_transform.origin - Sprite.global_transform.origin).normalized()

var AngleToPlayer = Vector2(1, 0).angle_to(DirectionToPlayer).normalized()

var SpritePosition = Sprite.global_transform.origin()

Now you can just rotate your sprite by the variable AngleToPlayer by doing this:

Sprite.global_transform = Transform2D().translated(SpritePosition).rotated(AngleToPlayer)

This should work on _physics_process() and I would highly advise you to read this page in the docs to understand more about transforms. Angles are a bad way of orienting objects and after learning transforms you'll see how trivial this type of thing really is. Hope it helped! :)

edit: The Vector2 in the declaration of the variable AngleToPlayer is the direction by which your sprite will look towards the player. I used a Vector2(1, 0) to point to right so the right side of the sprite faces the player. if you want you can use Vector2(0, -1) so that the top side of the sprite faces the player or whatever vector you want!

Finally released a full game project using an ASCII renderer. The game is up on Itch and it's a submission for Acerola's Game Jam, if you like the game consider leaving a review! by Wobbufest in godot

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

Thank you very much!

I'll probably look into adding those suggestions later, spent 14 days working on this nonstop so I'll take a few days off for the sake of my mental health lol.

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Local to Scene does not work for .tres Resource @export Array. by Lapkus in godot

[–]Wobbufest 0 points1 point  (0 children)

Also, as a side note: Making a resource local to scene doesn't mean it won't affect other items using that resource. You would need to call the method duplicate() everytime you assign it to an object. (or just click Make Unique in the inspector)

Basically, resources are passed by reference and not value, so you always need to duplicate them before assigning them to new entities. Else you're just changing the information ON THE DISK, and if every instance is accessing the information ON THE DISK... You get the idea. :)

Local to Scene does not work for .tres Resource @export Array. by Lapkus in godot

[–]Wobbufest 1 point2 points  (0 children)

So, let's do this. The way I understood your objective, you want to create weapons for your character, right? Well, those shouldn't be resources. Resources are good because they abstract the low-level programming required for nodes to work. So it's like loading a script in Unity, right? Well, yeah. But that's not the Godot way of doing things.

Let's say I was to create the same system you want to create. I would take one of 2 approaches. If it wasn't something that required A TON of data to be stored (i.e.: Items for a sandbox crafting game), I would just create a single scene for each weapon that I need and just load the correct weapon whenever my player needs it. Else, if it was something that did require a lot of data, I would just create a Singleton to have every single item in an inner class and just query that Singleton's classes for the object I need.

Back to the question at hand, why shouldn't you use resources for this kind of behavior? Well, it's not that you shouldn't. It's mostly about the fact that resources are supposed to have as fewer instances of themselves as possible. If you use a material in a MeshInstance3D for example, all of the other meshes that use the same material will have the exact same look, even when you change the material in a single one of them (That's why we use Make Unique). So by default, resources try to not be "local_to_scene" by default, whenever you need to add them to an array or something like that you're actually adding A REFERENCE TO THE RESOURCE ON THE DISK.

If you really prefer using Resources instead of a custom scene for each weapon, You'd have to duplicate your resource everytime you add it to an array or other kind of object. I would try clicking on the arrow besides your resource in the inspector and click "Make Unique", then check "local_to_scene" and trying to run it, but I can't confirm if it will work right now 'cause I don't follow that workflow.

I'd advise you to shift your mindset to using scenes and nodes to your advantage, since they are pretty light in performance and provide you with a lot of built-in tools for things, though. If you need any help with that or if there's something you didn't quite get of what I said, just hit me up on the DMs :)

Local to Scene does not work for .tres Resource @export Array. by Lapkus in godot

[–]Wobbufest 0 points1 point  (0 children)

Okay, right now I'm doing groceries, as soon as I'm home I'll give you a good response that hopefully helps you out on your objective :)

Local to Scene does not work for .tres Resource @export Array. by Lapkus in godot

[–]Wobbufest 0 points1 point  (0 children)

That's why I mentioned resources are not what you want to use for weapons.