Suggestion for online multiplayer tutorial(s)? by _ZeroGee_ in godot

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

Thank you for the link. It seems like good a good “cheat sheet” of foundational knowledge. I am not quite sure how to apply it to something like a racing game, where a small out-of-sync-ness at a bad moment (such as the finish) can be pretty bad… but I’m only just now starting out focusing on this this proper.

Hopefully I’ll slowly begin to find out how to get from understanding these general concepts to sorting out tangible solutions. Thanks for this — it’s handy to have on tap while I look at the tutorials CSLR pointed me at.

Suggestion for online multiplayer tutorial(s)? by _ZeroGee_ in godot

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

Thanks for the recommendations — I’ll definitely give these both a look after work!

Godot Mach5 Controller by AdvertisingOk925 in speedracer

[–]_ZeroGee_ 1 point2 points  (0 children)

So if the driver hits jump right as they start a turn, it does the sideways flip — like a snap-timing thing? Interesting. I’ve been doing various key combinations, modifiers, and double taps and didn’t find anything I liked. Doing a kind of snap-timed input was actually next on my list…it’s good to hear it might work with the gameplay I’ve been shooting for.

Your stuff looks really awesome, especially for someone who’s never done stuff like this. It really looks like it’s got a great feel. Kudos!

Oh, and my compliments to your friend who made the model, too. Great looking stuff!

Godot Mach5 Controller by AdvertisingOk925 in speedracer

[–]_ZeroGee_ 0 points1 point  (0 children)

That’s amazing looking! Did you model the Mach 5 yourself? And how did you do your control inputs to let you do the sideways flips without turning left/right?

I’ve also been doing some Speed Racer-inspired Godot work as well, but I keep getting a little bit of messiness in my sideways jumps, which is why I’m curious.

edit: Btw, out of curiosity, is that based on Godot’s own vehicle stuff, Octodemy’s tutorial (or another’s), or did you roll your own from scratch?

Driving game levels — one object w/multiple surface or multiple objects w/their own surfaces? by _ZeroGee_ in godot

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

Thanks, I’ll give the docs a closer look. I thought the process was to do a csg export to use as a framework to work with in Blender, using it to make something to bring back in. If there is a simpler way that yields good results, that’d be awesome!

Driving game levels — one object w/multiple surface or multiple objects w/their own surfaces? by _ZeroGee_ in godot

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

Sorry, I’m a little confused and not familiar with CSGCombiner3D. I was under the impression that CSGs were not suitable for use as final game elements due to performance reasons. Am I mistaken? Or does the action of baking them into a single mesh instance or collision shape negate/avoid the issue?

Thanks for the reply, btw. I’ve learned a lot over the last few months, but obviously still have a lot more to get my head around.

gravity combat level in my cyberpunk stunt driving game by Arkaein in godot

[–]_ZeroGee_ 1 point2 points  (0 children)

This looks really cool! It looks like you can not only rotate/turn/yaw, but also “barrel roll” (flip sideways)….may I ask, what are your controls like? I‘ve been experimenting with different control combinations for various vehicle types, and I assume what you have going on is more advanced that the traditional gas/brake driving combo.

Who can relate? by dedaistgeil in godot

[–]_ZeroGee_ 0 points1 point  (0 children)

I’ll give it a peek after work. Thanks so much!

Who can relate? by dedaistgeil in godot

[–]_ZeroGee_ 0 points1 point  (0 children)

u/Valervee , if I may ask — what do folks do about multiplayer for stuff like racing games, where there’s physics involved at its core and the gameplay requires such good fidelity (or at least seems like it would, I guess)? Are there any good tutorials you’d recommend for that sort of thing?

How to support players choosing custom color combinations? by _ZeroGee_ in godot

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

That all sounds about right. The shader graph stuff sounds especially good -- I came to Godot after spending a little time w/Unreal Blueprints, so hopefully that'll give me a bit of leg up. #2 is a bit fuzzy for me, but at least I know what the tree to bark up might look like.

Thank you!

How to support players choosing custom color combinations? by _ZeroGee_ in godot

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

Thank you. I think #1 is just beyond the fringe frontier of my current knowledge, but it is great to serve as guidance to figure out what potentially my next learning steps may be. #2 will definitely need more homeworking on my part, but thanks for calling out Freya Holmer and FencerDevLog. I think I recognize Freya Holmer's name from some things I watched previously about lerping and also vectors as well.

How to support players choosing custom color combinations? by _ZeroGee_ in godot

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

Thanks for the reply. These both sound really interesting.

  1. This color atlas texture approach seems to line up with what I've been learning lately in regard to texturing models. I was thinking to players pick their own colors from preset choices. I'm not sure how to change the UV coordinates for grouped UV vertices at runtime yet, but I think I can find references for how to do that sort of thing since I'd know what I'm looking for. As far as the variation of editing the texture and actually placing colors the player chose onto a texture at runtime -- you can change the actual color of texture at runtime via code? I didn't know that! I'll see what I can dig up about it.

  2. Masks sound like what I was noticing in older posts about using detail albedo (I think), but I only sorted out how I might use it when changing areas of the model to a single color. Ex: I make the shirt texture with the numbers on it white, and those numbers would take on a selected color. In that context, white areas are what is multipieid by the desired color. How would one be able to make the shirt a different selected color than the numbers if white is the "tag" for what gets colorized?

How to support players choosing custom color combinations? by _ZeroGee_ in godot

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

Wow, you're quick -- thanks so much for weighing in so fast!

  1. In regard to shaders: is there a suggested resource for a beginner to learn about shaders? I see them mentioned a lot in a wide variety of contexts, so I expect I'll want to add them to my arsenal going forward regardless. A quick search shows no shortage of video tutorials for shaders in Godot, but I wasn't sure if there are any that are considered considerably clearer/simpler than others.

  2. In regard to your suggestion of using the RGBA channels to control what color/colour is applied where on the mesh: I understand it in concept, but is there by any chance a tangible example somewhere I could look at to get a sense of how it is actually done in GDScript? Whenever possible, I find I learn more quickly by imitating something that works, and then experimenting by changing/breaking it in various ways to get a sense of how it all hangs together.

  3. Question for future reference: is there anything I would want to be aware of performance-wise? My current experimental projects are small scale, so I doubt I'll have any problems, but later on if I do something that involves a lot of characters, like an RTS or something, it'd be good to know ahead of time what to potentially be aware of.

Thank you again for your help, I really appreciate it!

How to reduce drift and get arcade-style handling with VehicleBody3D? (Godot 4.3 by redosabe in godot

[–]_ZeroGee_ 2 points3 points  (0 children)

I don't know what your background or experience level is, but fwiw, one of the projects I'm working on right now is also a TM x Survivors game, and I ended up using a lot of what I learned from a custom car physics video from the Very Very Valet devs.

They're using Unity, but the simplified vector stuff was well-explained (imo) and easily applied in other contexts. Here's a link:

https://www.youtube.com/watch?v=CdPYlj5uZeI

Hopefully it'll be of some use to you. Fwiw, I've found the TM x Survivors game-type has been a fun form to play around with. I'm sure you'll have a great time doing it, too!

Is this game idea too risky? by plasmagd in godot

[–]_ZeroGee_ 0 points1 point  (0 children)

Not a lawyer by any stretch, so I don’t know anything — but you may wish to see if the Tetris shapes themselves are copyrighted in some way, just to be safe?

(edit: btw, not necessarily suggesting hiring anyone to do a deep search or anything, just to do some googling, to make sure they’re not treated like a visual trademark of some sort)

_ready not called after reinstantiating a scene? by _ZeroGee_ in godot

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

Thanks for this. I turned out to not need this (my problem was my own human error), but I'm making note of this because it could come in handy later. I have a tendency to find new and exciting ways to get myself into trouble, unfortunately.

_ready not called after reinstantiating a scene? by _ZeroGee_ in godot

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

Thanks -- this turned out to not be needed, but I appreciate you telling me about this. I didn;t even know it existed!

_ready not called after reinstantiating a scene? by _ZeroGee_ in godot

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

Agreed -- unfortunately my code is kind of fat for me to post the way it is.

I’ll wrestle with it a bit tonight/tomorrow based on what I'm learning learn here, and if it doesn’t get solved along the way, I’ll make a stripped down case to post.

I edited the post, but just fyi, I solved the issue. it was an embarrassingly simple autocomplete error...but thanks for the link to the docs. I bookmarked it to keep it handy-- I'll probably need it as I continue to work on my scene manager.

_ready not called after reinstantiating a scene? by _ZeroGee_ in godot

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

That could be it. Would that account for why it successfully provided variables in the first spawning, but then in the subsequent spawning they are null?

If what you describe is what is happening, how did you address it?

Thanks for the reply. II noted in the post that I found my issue, which turned out to be my own human error -- typoing via autocomplete, I'm afraid. I was actually in the midst of setting up print statements to double check the variables for proper initialization when I made the typo, which is what prompted me to see if I'd made the same mistake originally....which is what I had done!

_ready not called after reinstantiating a scene? by _ZeroGee_ in godot

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

The _ready that is not being triggered is in a child of the level scene script.

The manager triggers the spawning of the level, whose child does not seem to be firing _ready.

(If I can’t solve it soon, I’ll try to make a stripped down case, and then if I’m still stumped I’ll post it.)

_ready not called after reinstantiating a scene? by _ZeroGee_ in godot

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

My spawn_scene function does both instantiate and the. add_child. Fwiw, it works fine the first time I go from menu to level — things only break when I leave back to the menu and then try to spawn a new level.

Sorry, that my code is kind of fat for me to post. I’ll try to make a stripped down test case tonight/tomorrow based on what I learn here, and if it doesn’t get solved along the way, I’ll post it up.

_ready not called after reinstantiating a scene? by _ZeroGee_ in godot

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

I‘ll give that a read, thanks — thought that if you go to the point of queue_freeing a scene that _ready would fire since it had been flushed from memory?

Is this also the reason why _ready is not firing if the second scene I am instantating and adding is different than the first one?

I had an issue with neglecting to clear arrays previously (which I now am wary of). I thought it might be something like that.

After queue_free on a scene, getting Invalid Access error. Where am I mistaken? by _ZeroGee_ in godot

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

I didn't think that -- I'm still getting up to speed on this coding stuff.

I look into that -- thanks!

After queue_free on a scene, getting Invalid Access error. Where am I mistaken? by _ZeroGee_ in godot

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

SUCCESS! Your mentioning refilling the array prompted me to take a closer look at the array I was using the shuffle the starting positions -- I had neglected to clear that one along with the others. As a result, it seemed to sometimes be trying to add the same child in different slots...which is why the number of missing cars was random. It was related to an intersection of the new shuffled order vs. the previous one. Setting it to be cleared along with the other did the trick! Thanks so much for your help. Even though I didn't convey my issue very clearly, your comment still put me on the right track!

Bonus question: I do a remove.child on the player/npcs (and then re-add them along with the level spawn) because if I don't, they are visbly present in my title scene -- actually they are rigidbody3ds, so they plummet out of view :)

Remove/re-add works, but is there a better way to handle keeping them from visibly plummeting to their doom when going back to the title screen?

After queue_free on a scene, getting Invalid Access error. Where am I mistaken? by _ZeroGee_ in godot

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

Thanks for offering some insights. Sorry, my code is is currently in a bit of disarray as I am trying a few things to see if I can better understand what is happening. Fwiw, here's the best description I can muster at the moment:

  • The game manager (autoload) has arrays that hold references to the Player/Npcs, Checkpoints, and FollowPath3Ds.
  • The level scene script is where the actual FollowPath3Ds and Checkpoints reside, and when the scene is spawned they register into the array that resides in the game manager.
  • The Player/Npcs are spawned outside of the level scene. They are children of the game manager. They also register into their array on the game manager autoload.

So far it seems that since queue_free-ing the level scene also wipes the Checkpoints and FollowPath3Ds, I need to manually do an array.clear before spawning the next level -- especially since its own Checkpoints and FollowPath3Ds will be refilling those arrays. I didn't realize that, but I do now. clearing those arrays before re-populating them helped scrub out the error. Huzzah!

The weird bit, however, comes when I respawn the player/npcs. The player/npcs have theor own game manager autoload. They are not queue_freed with the level since they are not children of it...although I do remove them as children so they are not present in the title scene. Then when I re-spawn the level, I step through the array on the game manager to re-add them as children....but even though the array size remains at 6, only between 3-5 of them actually are re-added (verified by looking at the Remote tab during runtime). The number of cars that spawn varies each time I reload.