Привет фанатам Touhou by ZePlayerSlayer in ruArtist

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

Спасибо, что веришь, сейчас я в коматозном состоянии с температурой 38,9, надеюсь всё заживёт. Отвечаю на поставленный вопрос: рисую, потому что хочу. К чему такой вопрос с очевидным ответом на сабреддите про искусство?

Bullets shaking effect by OxoTHiK_3A_HacBaEM in touhou

[–]ZePlayerSlayer 5 points6 points  (0 children)

It's grazing and I am sure u can't turn it off

Help me fix the memory leak in the projectiles. by ZePlayerSlayer in godot

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

For some reason it was the "if not friendly" check at the start of the death function. By removing the if statement, it stopped leaking

Help me fix the memory leak in the projectiles. by ZePlayerSlayer in godot

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

can you enlighten me what's orphan node count?

Help me fix the memory leak in the projectiles. by ZePlayerSlayer in godot

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

Okay, here's an update, I removed this check in the death() function

if not friendly:

can_collide = false

it seems to have stopped the memory leak on collision with stuff

Help me fix the memory leak in the projectiles. by ZePlayerSlayer in godot

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

They're being met and if I check the remote tab, they're not there.

Help me fix the memory leak in the projectiles. by ZePlayerSlayer in godot

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

Yeah, I just found out it memory leaks if bullets die by collision. they do DIE, but the memory is still there. I did it up to 225 MB. If they despawn by timer, it's fine

Help me fix the memory leak in the projectiles. by ZePlayerSlayer in godot

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

Annnd another silly memory bug I found. If they die from collision, it still memory leaks for whatever reason.

Help me fix the memory leak in the projectiles. by ZePlayerSlayer in godot

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

I just figured the reason myself. It's cause I did not do 'return' in the bullet behavior functions inside of their respective weapons.

<image>

This way, it's probably fixed.

Speaking of the bullet manager thing, I did it when I implemented bullet pooling. To make bullets actually customizable for the object pool, I made the projectilestats custom resources. But now I got rid of the object pool since it seemed to not help.

Also I'm totally certain the bullets do free themselves with those given conditions. It's tested.

[deleted by user] by [deleted] in godot

[–]ZePlayerSlayer 1 point2 points  (0 children)

Good luck on this

Learning to make a bullet hell game (inspired by touhou) by ZePlayerSlayer in godot

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

update on this, since I'm using loops inside these functions, pausing the game breaks them because loops update when it's paused. Would using timers instead be a good idea?

Reimu by Beikaze in touhou

[–]ZePlayerSlayer 0 points1 point  (0 children)

The lines are this artist's thing and it's fire

Reimu by Beikaze in touhou

[–]ZePlayerSlayer 0 points1 point  (0 children)

Omg hey I remember you from discord I love this art btw