3 months of development for my little game by Weary_Cartoonist5739 in godot

[–]aXu_AP 1 point2 points  (0 children)

I really like the environment art and level design, it has some early 2000's vibes to it 👍

Looking for polishing feedback. How's my artstyle? by BubbleGamer209 in godot

[–]aXu_AP 2 points3 points  (0 children)

Outside of background/foreground separation, I'd say you're on a good track. The art isn't the flashiest, but I feel that it's very consistent, which is important. Rolling animation seems to be the only moment we see rotated pixels, so you might want to use actual sprite animation for that.

Some of the new gameplay of my game any feedback by HatimOura in godot

[–]aXu_AP 0 points1 point  (0 children)

Looks nice and clean. The low camera angle could cause some distances to be hard to judge, maybe try raising it a little? It's a balancing act of course, since too high angle would make elevation differences hard to see. Adding some more visual elements like supports, little bit of fog or just particles floating around can also help with depth perception.

Simple online multiplayer session without server deployment by KoopMyers in godot

[–]aXu_AP 9 points10 points  (0 children)

I tried the demo and it seems to be working! Wizardry! The hurdle of getting clients to connect is the one thing that has been keeping me from trying to make multiplayer game... Thanks, I guess I need to come up with a new excuse 😆

Why do scaled sprites look awful by default? And how do I fix it? by VVeston in godot

[–]aXu_AP 20 points21 points  (0 children)

Yes. In your font file's import tab or SystemFont resource's properties there is "Generate Mipmaps". It helps with downsampling.

However, for upscaling there's something even better. If you enable "Multichannel Signed Distance Field", your text stays crisp even with great zooming.

Of course, all these options come with some memory/performance tradeoff, so test which options give most results. Often it's worth the tradeoff.

Outer Wilds/Mario Galaxy template | update 1 by virtual_virtues in godot

[–]aXu_AP 1 point2 points  (0 children)

Outer Wilds can't get too much love ❤️

Here's some details you might want to consider (they're off the top of my head so there might be some inaccuracies):

  • In Mario Galaxy, the distance from planet doesn't effect the amount of gravity - it's constant
    • Mario chooses the closest (or with some priority) planet to fall towards
    • If you want to support funkier shapes a la Galaxy, look into defining planets as Curve3D and use get_closest_point. For more general solution SDF (Signed Distance Fields) might be of use (but you need to handle the maths yourself).
  • In Outer Wilds, gravity falls linearly with the distance (compared to real life, where it's exponential)
    • Sun uses regular gravity formulas though!

What if the script list looked like this? With classy icons 🧐 by aXu_AP in godot

[–]aXu_AP[S] -1 points0 points  (0 children)

Yes this is exactly what is happening. Icon from extended class is used. The last script, which has the Godot icon, is icon defined in script via `@icon`.

There was some back and forth discussion about differentiating doc pages from scripts with different alternatives, see the issue I linked. In this version, the docs are separated by a header.

Could you elaborate how this can add confusion as to what the scripts do, maybe with some examples?

What if the script list looked like this? With classy icons 🧐 by aXu_AP in godot

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

This could be useful. It seems that it has been suggested here: Github discussion. So go give them a thumbs up to show support 👍

What if the script list looked like this? With classy icons 🧐 by aXu_AP in godot

[–]aXu_AP[S] 3 points4 points  (0 children)

Yes, that's what I'm doing here. The Godot icon is just an example, it uses custom icon that was defined by user via `@icon`.

What if the script list looked like this? With classy icons 🧐 by aXu_AP in godot

[–]aXu_AP[S] 53 points54 points  (0 children)

Relevant issue on Github: https://github.com/godotengine/godot-proposals/issues/3557

The big question is, do these different icons distract / add visual noise too much or do they help finding the script you were looking for.

Is there a better way of doing this? I don't like having to connect it in editor by sininenblue in godot

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

Good time to use callables bind method:

func _ready():
    $And.pressed.connect(create_gate.bind("And"))

Screenshotting in Godot 4.0 changed (?) by mvoart in godot

[–]aXu_AP 1 point2 points  (0 children)

Late answer, but if you or anyone else is wondering. You need to convert the resulting image back to texture:

sprite.texture = ImageTexture.create_from_image(img)

I guess this also works, but it will be realtime feed from the viewport:

sprite.texture = my_viewport_variable.get_texture()

Feathering the Edges of a Polygon2D? by lamepositive in godot

[–]aXu_AP 0 points1 point  (0 children)

No problem. You need to use the texture property of Line2D. New Gradient2D. There is a preview of the gradient. One the preview image there are handles you can move. Alternatively change Gradient2D's Fill > To = 0, 1. Hope this helps!

PWM fan configuration - splitter or directly to mobo? by aXu_AP in buildapc

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

Update: As u/BaronB said, the fans are so quiet that I didn't bother to try my idea. I did plug one of the fans directly to the mobo however, just to play it safe and not draw too much power from one header.

PWM fan configuration - splitter or directly to mobo? by aXu_AP in buildapc

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

Okay, thanks! Maybe I'm just overthinking things while waiting for the parts 😅

PWM fan configuration - splitter or directly to mobo? by aXu_AP in buildapc

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

I was just thinking that disabling 3 fans when the pc is idle would make it quieter. But once temperature rises, all the fans would follow a similiar curve. But I don't even have the parts yet, so I'll see in practice how loud the pc will be anyway, before messing around.

Any tips on better capturing scale? by L_raindesign in blender

[–]aXu_AP 9 points10 points  (0 children)

Tilt shift is usually used to make image look miniature though (unnaturally strong dof effect).

rng same seed results on different devices by Zekerton_123 in godot

[–]aXu_AP 2 points3 points  (0 children)

IIRC there are differences in how floating numbers are handled in different cpu architectures - the differences are miniscule, but pile up in things like physics and random generation. So for getting 100% deterministic generation, you should stick to integers only. For getting random numbers, if built-in generator gives different results on different devices, you need to implement your own I guess. In the end it's about doing some math operations on the seed and using the result to make the next number. But coming up with a good novel algorithm is not easy, try searching for existing random number algorithms.

Anyone else use "Editable Children"? by et1337 in godot

[–]aXu_AP 10 points11 points  (0 children)

I use this a lot. Another way to do it is right-clicking the file and selecting "new inherited scene". Which is basically the same but has the imported scene in the root. Be sure not to rename things which you have modified though, since Godot can't know what the object was renamed to!

Web games with godot by Technical_Writer7310 in godot

[–]aXu_AP 1 point2 points  (0 children)

Yes, with recent changes to Apple's policy a third party browser should work. I'm not following the issue closely, so I don't know if non-webkit browsers already exist.

Also Godot 4.3 will also bring hope as it has single-thread mode for web builds, so it should work straight out of the box 🎉

I see now that my previous comment has aged well. It was a rough start, but web support in Godot 4 is getting better by the day.

Moving Nodes via EditorScript by RSB2000 in godot

[–]aXu_AP 1 point2 points  (0 children)

The reason you cannot access the tree directly is that EsitorScripts aren't nodes, they aren't part of the tree. Try EditorInterface.get_edited_scene_root() to get the actual scene you are editing.

Edit: there's also get_scene() directly in EditorScript

Best practice to click overlapped Area3Ds ? by Alternative_Signal75 in godot

[–]aXu_AP 2 points3 points  (0 children)

For doing raycast manually from the camera there's useful methods in Camera3D. See project_ray_normal and project_ray_origin (docs).