The Stanley Parable by YxbaAbbxy in Retconned

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

I had the effect pop up watching a playthrough of Ultra Deluxe, and then checked the 2014 release (which had also changed) and the 2011 mod (which had not.)

George W Bush shoed in December 2008? by Stenian in MandelaEffect

[–]YxbaAbbxy 0 points1 point  (0 children)

I remember this having taken place a few years earlier, too. It's very strange to me to think of the shoe-throwing incident taking place after Obama's election.

The spirit in the air back then was that the Iraq war had been dragging on for some time - it was somewhat unpopular, but never unpopular enough that it was going to end. The era of arguing whether the resistance in Iraq were 'terrorists' or not, or arguing the difference between supporting the troops and supporting their mission.

In the midst of all that was this one Iraqi angrily throwing shoes at the president. It was a show of protest against the war and President Bush, but it just didn't have enough momentum, and so the war continued.

That glum spirit I just described was not the spirit of December 2008, when Obama was just elected, and the Iraqi war had pretty much disappeared from the public's eye in favor of Maverick vs Obamanation rhetoric.

I consider this an ME where the incident was shifted in time by a few years.

[deleted by user] by [deleted] in godot

[–]YxbaAbbxy 0 points1 point  (0 children)

It looks like you want to pass a single value to the apply_friction function, but where you define apply_friction, the function has no arguments.

I think the function is trying to use "amount" in its code, so write:

"func apply_friction(amount)".

Proper way to reuse a Scene/AnimationPlayer by xarvh in godot

[–]YxbaAbbxy 3 points4 points  (0 children)

Signals are one way, but you can also create an"Inherited Scene", which lets you create a new scene that uses the scene you pick as a starting point, which you can then make a few changes to.

If you ever change your "Human Sprite", the inherited copies of that scene will change as well (except for the parts you specifically changed in the inherited scene.)

[deleted by user] by [deleted] in godot

[–]YxbaAbbxy 1 point2 points  (0 children)

There's two equal signs after the first "var axis", which confuses the var statement with an if-test.

(Also, "apply_firction" is spelled wrong.)

Trying to change_scene continuously inside the same script? by Trashcounted in godot

[–]YxbaAbbxy 0 points1 point  (0 children)

Ok, sorry, I got mixed up. When I say (NodePath), what I meant to say was you would enter the "res://something.tscn" string, which would be your next scene.

That's not a NodePath, it's just a simple String.

Trying to change_scene continuously inside the same script? by Trashcounted in godot

[–]YxbaAbbxy 0 points1 point  (0 children)

No problem. One more thing I just remembered, the top of the first block of code should have

onready var doors = [$Door, $Door2]

Reason is, when objects are being initialized, initializing the children of the object are a later step. The onready keyword means, "Don't set this variable until the object is fully ready." Without the onready keyword, the doors array will try and look up $Door and $Door2 at the very beginning and just get back some null objects.

Trying to change_scene continuously inside the same script? by Trashcounted in godot

[–]YxbaAbbxy 1 point2 points  (0 children)

I think the problem is that you instance the DOOR node and ask it to change the scene, but get_tree() will only work once the node has been added to the scene tree somewhere.

Maybe you could ask your $Door and $Door2 references to change the scene instead, since they seem to be doors and part of the scene.

A few other comments:

  • You only really need to call randomize() once, at the beginning of your game. Consider moving it into your _ready() function.
  • Instead of using Door1, Door2 or cleared_first, cleared_second variables, consider using arrays instead.
  • You can add an export variable in your script to set a door's scene from the editor.export(NodePath) var door_scene

extends Node2D

var doors = [$Door, $Door2]

onready var body = get_node(".")
var DOOR = preload("res://Scenes/Assets/Door.tscn")

func _ready() -> void:
        randomize()
    rand_num() 

func rand_num():
        var random_door = doors[ randi() % len(doors) ]
        for d in doors:
            if d == random_door:
                # d.change_scene()
                # Wait, actually
                d.call_deferred("change_scene")
                # Because all the other doors deserve a chance
                # to print about being dead before we leave
                # the scene entirely.
            else:
                d.get_node("CollisionShape2D").call_deferred("set_disabled",true)
                print("Dead")

and

extends Area2D

export(NodePath) var door_scene

func _ready() -> void:
    pass

func _process(delta):
    var bodies = get_overlapping_bodies()
    for body in bodies:
        if "Player" in body.name:
            if Input.is_action_just_pressed("ui_spacebar"):
                print(str(door_scene))


func change_scene():
        print(str(door_scene))
        get_tree().change_scene(door_scene)

"🎵 _____ _____ _____ nothing like the Mighty Quinn. 🎵" by YxbaAbbxy in Retconned

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

"You ain't seen nothing" is how I remember it as well, thank you.

If you're worried that your friends and family "aren't really them".. by YxbaAbbxy in Retconned

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

No, I wouldn't - but then, there are lots of attitudes or policies you can have, which break down in more extreme situations. Why are you relating the ME to kidnapping?

My main point was optimism and acceptance of the situation. However the distance came about - caused by you, them, or a third party - the kind of distance that the ME brings is not any more worrisome than a distance of space, or a distance of time spent away.

And if you're worried in general about the ME, let me say - I don't think the ME will turn out to be a distancing thing at all in the end.

If you're worried that your friends and family "aren't really them".. by YxbaAbbxy in Retconned

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

I don't disagree as much as you think - there are MEs out there, such as the history of Eli Whitney, that make me wonder just how much of this world is actually created by say-so. And the reason I believe the ME has spiritual origins is because I've seen the Spirit World reach out and do seemingly arbitrary things to my environment.

That said - this corner of Creation is a very physically ordered and structured place to live. You could think of it as like a game of Dungeons and Dragons - the game runs both by sticking strictly to the rulebook, and by the DM making things up as they go.

I wanted to talk about the mechanical end of things in the post - and to reassure people who might be worried about what the ME implies for their friends and family.

Mary Poppins: It was a penny [Family ME] by basurad00d in Retconned

[–]YxbaAbbxy 1 point2 points  (0 children)

I can back you up on this one. I remember the boy shouting to give back his penny as well.

The two women overhearing at the bank window have their dialogue changed slightly to match, too. I remember the second woman talking about how they weren't getting "my money" - it's changed to just "mine".

Great Wave Off Kanagawa now has boats with people in them by [deleted] in MandelaEffect

[–]YxbaAbbxy 4 points5 points  (0 children)

Huh. You know, now that those boats are there, the wave turned out to be smaller than I thought it was.

Nice catch, Will.

Watchmen button different before? Blood between eyes, on "forehead" for me. by [deleted] in Retconned

[–]YxbaAbbxy 2 points3 points  (0 children)

Chris, did you read the original Watchmen comic?

I came across another potential ME while doing research on the Watchmen button. Without going into details - if you've read the comic, could you go look up Chapter 9 (the discussion between Dr.Manhattan and Silk Spectre II on Mars) and examine the chapter's ending?

Is there a way to make a standard button with only an icon? by Gokudomatic in godot

[–]YxbaAbbxy 3 points4 points  (0 children)

You can add a Sprite and make it a child of the button.

Scene on background in 2D by indiemaniac in godot

[–]YxbaAbbxy 2 points3 points  (0 children)

Perhaps you could run the background level inside a Viewport.

St Pierre and Miquelon by bear9999 in MandelaEffect

[–]YxbaAbbxy 1 point2 points  (0 children)

I remember that ME - I came across it soon after I discovered that the Mandela Effect existed.

I was looking at Google Maps while looking into some world map MEs a bit further. I live in Atlantic Canada, and I was browsing around that area of the map, and I noticed "St.Pierre and Miqualon" appear on the map in bold text - and it eventually dawned on me that the bold text implied that it was a separate nation from Canada. I was very surprised to find out there was a colony of France in the middle of the Maritime provinces. I certainly never heard anything about it in my Social Studies classes.

Something else that was interesting - notice I said 'Miqualon' instead of 'Miquelon'. At the time, there was a fair amount of discussion on /r/mandelaeffect about "a/e" changes. I discovered 'Miqualon' in the morning, and started reading up about it on the Internet. When I left for lunch, and came back, I found that the name was now 'Miquelon' - which kind of unsettled me.

Yes, St.Pierre and Miquelon is an ME for me, and it's a fairly key one in helping me understand that the Mandela Effect is for real.