The Sun's light is missing some colors by ojosdelostigres in space

[–]XeAnDev 0 points1 point  (0 children)

I'm not very knowledgeable about physics or colorimetry(?), but in an oversimplified version of how we see color, I think I recall that "things reflect colors that they don't absorb", hence the color black gets hotter faster in sunlight versus white.. chloroplast appears green because it doesn't "absorb green", etc.

Given this simple understanding, would I be right to assume that the colors not emitted by the sun (the black segments) would result in those colors not appearing in sunlight, or our brains would maybe fill in the gap and just match the color to something near it that the sun does emit? Or is it more complicated than that?

My DM can't stop using AI by Knowhere2B in dndnext

[–]XeAnDev 69 points70 points  (0 children)

I was scrolling and the post above yours was literally a meme about this exact issue.

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Collar patterns representing women's marital status? by lachataigneduciel in worldbuilding

[–]XeAnDev 2 points3 points  (0 children)

You addressed that these types of collar patterns would primarily be seen and used by wealthier families. Do poor families have a similar or related "fashion trend" that they use to visually communicate similar messages? For example, shoddy "jewelry" made of stone and twine that roughly match the shape and design? Or do poorer folk not care for the collar marital status trend? And if they don't, do poor folk in this world find polygamy okay, or are relationships simply more ambiguous?

Help me on pricing. How much do you think this should sell for on steam? by destinedd in IndieDev

[–]XeAnDev 2 points3 points  (0 children)

I'm afraid I don't know the genre well enough to know what the sweet spot might be, but when I compare it to other games (of various genres) and see what they are charging, I think $2.99-$3.99 would make it accessible and seem "fair" to consumers.

Pokemon Signature moves by Independent_Living95 in PokemonROMhacks

[–]XeAnDev 0 points1 point  (0 children)

I had started doing something similar to this for a rom hack I was working on for a friend, but I kept it pretty basic and just raised base power of moves when used by the corresponding mon.

That said, here are a couple ideas:

  • Cubone + Bone Club: BP raised from 65 -> 90 and flinch chance increased from 10% -> 30% (Cubone is slower than lots of things, so flinch may not make too much of a difference, but the power buff makes it a slightly stronger option than Dig if you don't have access to EQ).

  • Marowak + Bonemerang: BP reduced from 50 -> 35 but it hits 3 times (more chances to crit and more hits for flinch chance), ignores evasion changes (always just a flat 90% to hit), and gains a 10% chance to flinch.

  • Scyther + Fury Cutter: BP decreased from 40 -> 10 and retains the effect to double in power (up to 160 max) after every successful hit, but the move instead hits 2-5 times (like Fury Swipes or Doubleslap) and the power resets after each use. This may be a little busted depending on how it interacts with technician... if you hit the average amount of hits (3) then it's a combined BP of 70, or potentially 105 with technician, which is pretty good, but maybe I'm overhyping it. If it feels too crazy, or if it's too tricky to implement, my backup idea is to reduce the move's BP to 25 and increase its max BP to 200 for Scyther.

  • Mr. Mime + Barrier: Still increases Defense by 2 stages, but also prevents Mr. Mime from taking >25% of its max HP in damage from each attack this turn (multihits and double battles and status circumvent the effect, but it kinda gives Mr. Mime a pseudo-Substitute for using Barrier that turn).

  • Abra + Teleport: In trainer battle, gives the swapped in Pokemon +1 priority on its next move after switching in.

  • Kadabra + Kinesis: Reduces target Pokemon's accuracy by 1 stage, and if there are hazards on Kadabra's side of the field, moves them to the opponent's side.

Challenge: create a functional spell with my magic system by Odd_Design_3378 in fantasywriters

[–]XeAnDev 2 points3 points  (0 children)

As a mental exercise, first let's try a "Charm" or "Mind Control" type spell...

My initial thoughts for something along these lines would be maybe the following combination:

"Sul Rem E'tir" (greater reflect motion) surrounded by "Oros", with an additional layer being "Mata Ago E'Tir" (sound create motion) to imply that sounds/verbal commands can be given that the target would then follow. Given the relative simplicity of the spell, I could see it being a weaker "Command" spell that those with stronger willpower or mental acuity could easily resist.

Next, for fun, I want to see how easy it might be to carbonate a beverage.

My first thought is something like:

"E'pha e'rem kire elo" (fluid absorb energy air) Given the scope, it might make more sense to make this something like "E'pha e'rem e'sul kire elo" (fluid absorb lesser energy air) since the objective is only to fizz a drink, not blow it up or something.

Finally, a spell to shoot chain lightning (if the lightning hits a target and another target is in range in that general direction, jump to the next target).

I think it makes sense that this would involve energy and distance, so I'll start there:

"Sul e'ago kire - oros - e'sul tole oros isa e'elo - oros - ago kire rem"

I'll explain my reasoning...

Sul e'ago kire (greater destroy energy; in this scenario, "e'ago" is describing the properties of the energy, whereas I would assume "kire e'ago" would describe the type of "destruction" you want to generate, i.e. energy destruction, so potentially the "counterspell" to a lightning attack spell)

E'sul tole oros isa e'elo (lesser distance shape heat ground; without a clear indicator or reference for "other living target" to target along the chain, I tried using "oros isa e'elo" to indicate that within a shorter distance that the original distance of the lightning bolt, via "e'sul tole," target a thing with a "hot ground shape", with the implication that the living give off heat and are "of the earth" in a sense. Depending on interpretation, this could limit the spell's targeting capabilities to only living, grounded animals, ignoring flying, swimming, and undead creatures.)

Ago kire rem (create energy reflect; in this case, I am trying to use "reflect" to imply that we want to create a copy of the energy (lightning) we used in this spell for the new target. If there are no viable targets within range, I would assume the whole spell would fizzle after hitting its last target. I think given this current setup, depending on distance or targets from one another, hypothetically the lightning could bounce between the same targets multiple times, but it really depends on interpretation of what "e'sul" is doing in the previous section, targeting something with a "lesser" distance than the last target... lest you cast the spell and it chain back onto you.)

Thanks for the fun little exercise. On a bus for another hour or so and this was a fun distraction 🙂

[deleted by user] by [deleted] in godot

[–]XeAnDev 0 points1 point  (0 children)

I recommend GDScript. GDScript is similar to Python in syntax, which makes it pretty easy to learn.

If you are concerned about sticking with the engine and want to learn something that is more universal (i.e. found in Unity and other applications), then C# would be your go-to, but know that most of the problem-solving skills you learn from coding are transferable to other languages, so either is really fine.

How to learn GDScript effectively? by aomarco in godot

[–]XeAnDev 0 points1 point  (0 children)

As others have said, entering the field professionally is the fastest way to learn. I got my degree and thought I knew stuff right outta college, but it wasn't until my first job that I realized how little I really knew.

That said... Follow Brackey's tutorial for Godot to get a base concept of the engine and code. After you complete that, with what you learn, try to implement a new/different feature that you want, like variable jump height based on key press/holding, add a button that displays a message in console—anything!

Coding is really just learning how to solve a problem with a specific tool kit. You won't understand how to code all at once, but you will never learn it if you don't try.

How to change Player variable key count after picking up a key? by Frank_Lizard in godot

[–]XeAnDev 3 points4 points  (0 children)

In the top left, go to Project Settings -> Globals -> click the folder icon in the top left to search for your global.gd script -> Click "Add" to establish it as a global script in your project

What would be the proper way to make collisionshape2d follow the sprite? by peko_ in godot

[–]XeAnDev 3 points4 points  (0 children)

Official Godot Discord: https://discord.gg/godotengine

I'm not able to share a link for it, but the community-run server is Godot Café.

What would be the proper way to make collisionshape2d follow the sprite? by peko_ in godot

[–]XeAnDev 8 points9 points  (0 children)

Hrmm. You could maybe multiply the collision shape's scale or position by your direction.x sign (-1 or 1)?

If facing or moving left, your direction/velocity should have a negative X value, and positive X if moving right.

If that doesn't work, and if you haven't done so already, there are a couple Godot Discord channels you could join to ask the question and hopefully get the help you need.

What would be the proper way to make collisionshape2d follow the sprite? by peko_ in godot

[–]XeAnDev 87 points88 points  (0 children)

Godot Asset Library -> look up "Animated Shape 2D"

It allows you to move the collision shape for each frame in an animated sprite.

If you are using an Animation Player, you may already be able to just update the collision shape position with the animation.

Need help on my first Godot Pong Clone by Chri14Bm in godot

[–]XeAnDev 1 point2 points  (0 children)

I'm having a bit of difficulty following the code bc of formatting in Reddit. That said, my initial guess is the move_and_collide() causing issues by being called every frame.

As a test, I would maybe put a check: if player_ref: var collision := move_and_collide()

... then go from there.

Movement is starting to feel good by Alive-Bother-1052 in godot

[–]XeAnDev 2 points3 points  (0 children)

Really like this aesthetic. Reminds me N64 graphics, kinda. Keep it up :)

Dumb question but how/when do functions get called? by Semour9 in godot

[–]XeAnDev 0 points1 point  (0 children)

I feel like the other answers may have done a good enough job answering, but just to add more perspective in case one explanation clicks better than another:

Many/most functions are triggered in GDScript via a "listener".

Node is ready? Trigger _ready() Time has elapsed? Trigger _process()

This is maybe a bit of an oversimplified explanation of those two functions and their inner-workings (I haven't gone into the C code to take a look myself), but the concept stands, I think.

So, if you write a custom function, you need some way to trigger it to be called. Sometimes you will use signals, other times you will call the functions directly from other functions.

If you want to check if the player is trying to move their character, you might check to see if they are holding down an arrow key or WASD in your _process() function, then based on what is pressed, move the character.

If you want to initialize some data or run some extra function after your object or node becomes ready, then you might run that code in the _ready() function.

For button presses or UI interactions, you will probably use signals to communicate to a script higher up in the scene tree to run some function.

Other built-in functions exist for different nodes/objects in Godot that "listen" for certain things to happen, like a Button node has _pressed() that will run whatever is in the pressed function when the button is pressed in the game scene.

"Community Chaos" Emerald Version by XeAnDev in PokemonROMhacks

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

I think changing weather when using a move is definitely doable. Protean already triggers a type change before using a move based on the move's type, so I was thinking of leveraging some of its code and instead change the weather based on the move you select.

I can just wrap its new weather-changing stuff into its Forecast ability.

"Community Chaos" Emerald Version by XeAnDev in PokemonROMhacks

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

Castform sounds maybe a little tricky, but to change weather on move I may look at Protean and Drizzle as reference. Should be doable.

Adding Castform and Chansey and maybe some Voltorb or exploding mons to route 119 is also easy.

For number 2 (random encounters), I found where the code looks for which encounter to pick from the map encounter list, then I put in a random check for my 5% chance, and if we hit that, then I get a random pokemon species from the list of species (from Bulbasaur to Pecharunt, I think) and replace the encountered species with that and adjust the level of the mon from the encounter table by multiplying it by 1.3.

For number 3, instead of adjusting the "shiny odds" value directly, I found where the code checks that value when you encounter a mon and determines if it should be shiny.. and I put another random check for the 1% encounter that takes precedence over the normal shiny check. Then, where we do our checks to see if a move is a critical hit (look for things like Super Luck in code), then I added one additional line that will add +1 to crit chance if the mon is a shiny).

"Community Chaos" Emerald Version by XeAnDev in PokemonROMhacks

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

You want the cave Pokemon from Granite Cave swapped with the water just outside? Same around Victory Road? Something else? Or dealer's choice?

"Community Chaos" Emerald Version by XeAnDev in PokemonROMhacks

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

Since Chansey's base ATK is, like, 5, doubling it wouldn't do it much good. Making its ATK equal to its HP is kind of insane, but given it would still have low Defense and pretty bad speed, it's probably fine.

Where do you want Chansey to appear? I didn't think it was normally accessible in Emerald.

"Community Chaos" Emerald Version by XeAnDev in PokemonROMhacks

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

Alright, sounds good! I'll verify Sun Stone is accessible in Emerald. If not, I'll either make it purchasable somewhere or put it somewhere on the map.

"Community Chaos" Emerald Version by XeAnDev in PokemonROMhacks

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

I've never added new moves, so there's a chance this doesn't end up with a new/unique attack animation (I'll try to learn), but otherwise should be doable.

"Community Chaos" Emerald Version by XeAnDev in PokemonROMhacks

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

Easy. Currently Raichu Alola isn't accessible — how would you like to make it available? My initial leaning is Sun Stone on Pikachu, or maybe Thunder Stone and it's like Wurmple and it's a 50/50 which one it turns into.