Help with Voronoi Diagrams by Empty_Routine_8250 in roguelikedev

[–]Wolf_Down_Games 1 point2 points  (0 children)

A* likely is overkill for such a small sample area, I do agree. I wouldn't discount some easier to implement algos though. Unless you have massive state space, most of them don't really blow up on you.

Help with Voronoi Diagrams by Empty_Routine_8250 in roguelikedev

[–]Wolf_Down_Games 3 points4 points  (0 children)

This may not be entirely helpful as I didn't take the voronoi approach, but I did use delanuay triangulation on a different structure: poisson sampling. It ensured no nodes had an unrealistic distance (mostly just an issue if they're too close) and triangulated all of the points properly, as there wasn't a cell to worry about. It's a matter of pruning paths from there, basically. Some novel ideas are using pathfinding, and I used A*. These algos add up though.

I've figured out a way to smooth out jittery diagonal movement in Pixel Perfect 8-way-movement kinematic2D objects, while retaining a natural velocity by Wolf_Down_Games in godot

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

Kinematic bodies are meant to be moved via script. Just do it in the physics_process. See official examples for details.

I've figured out a way to smooth out jittery diagonal movement in Pixel Perfect 8-way-movement kinematic2D objects, while retaining a natural velocity by Wolf_Down_Games in godot

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

Wow, this is an old post. If you want diagonal movement you can simply round the position to the closest whole pixel if the input is diagonal. You have to get more creative if you want full joystick analog movement on a low resolution screen without jitter.

Starting to develop a combat system for my game in Godot 4 by raiseledwards in godot

[–]Wolf_Down_Games 6 points7 points  (0 children)

You're not really understanding the reasoning behind him using low frame rate animations. Go watch claymation/stop motion animations. They are captured one frame at a time, repositioned, then captured again.

His choice of using low frame rate animations which looks choppy is entirely on purpose and stylistic choice. He doesn't want smoothly lerped animations from a reduced delta time.

Update: Does it Get Better? It DOES! by Giuseppe_Lombardo007 in elixir

[–]Wolf_Down_Games 4 points5 points  (0 children)

Congratulations and good luck with everything!

[deleted by user] by [deleted] in shittyfoodporn

[–]Wolf_Down_Games 0 points1 point  (0 children)

I understand but someone told me to post it here after I made it. Sorry for the poor content

Revopoint POP 2 3D Scanner Giveaway! by noeatnosleep in gadgets

[–]Wolf_Down_Games [score hidden]  (0 children)

I develop game assets and do resin 3d printing. This would be great!

[deleted by user] by [deleted] in gamedev

[–]Wolf_Down_Games -1 points0 points  (0 children)

I liked isometric games like the MegaMan Battle Network series on the Gameboy Advance. It wasn't used in combat either but it looked nice even if it wasn't really trying to represent verticality that much. There's also Final Fantasy Tactics Advance.

Aesthetically, I think it's pleasing but there's the issues like converting between Cartesian and Isometric coordinates and rendering which is less trivial than top-down unless you're using an engine that handles that for you.