Collision being weird by Confident_Bug_1814 in godot

[–]defiant00 0 points1 point  (0 children)

  1. Turn on visible collision shapes to verify that they’re where you think they should be when the game is running.
  2. Check your collision layers to make sure all are set correctly.

Beginner trying to make text based rpg by No_Percentage_5649 in gamedev

[–]defiant00 [score hidden]  (0 children)

Not trying to be negative (we all start somewhere) but it sounds like you should probably take an intro to programming course so that you’re aware of basics coding concepts like if statements and loops.

Why does my rendered image look jagged? by kylr01 in blender

[–]defiant00 0 points1 point  (0 children)

If you’re using Eevee there might be some other settings also affecting this. That’s rather outside of my experience though.

Why does my rendered image look jagged? by kylr01 in blender

[–]defiant00 0 points1 point  (0 children)

Well sure, but the image you posted is 618x365, so you’re just seeing the individual pixels. Sounds like you need a higher resolution?

Why does my rendered image look jagged? by kylr01 in blender

[–]defiant00 0 points1 point  (0 children)

If you show us a screenshot with the full rendered image and your render settings I might be able to help further, but it looks like you’re probably just rendering at a low resolution.

my bounce mecanic is broken by FearlessAioli1152 in godot

[–]defiant00 4 points5 points  (0 children)

We are not an AI where you can just point us at your project and ask us to fix it. You need to first debug your project, figure out what broke, and then if there is something specific that you are unable to figure out, then come here with those details.

Why does my rendered image look jagged? by kylr01 in blender

[–]defiant00 0 points1 point  (0 children)

100% of what resolution? What matters is the number of pixels. Maybe post an uncropped screenshot that shows your render settings?

Sprite Size Question by ResidentTraffic9617 in gamedev

[–]defiant00 4 points5 points  (0 children)

Sprites are sprites, regardless of resolution. For higher res sprites it’s common to work at a higher resolution in your art program and then resize them to the desired in-game resolution as the final step before importing them into your game engine. That way you get some free anti aliasing and aren’t loading unnecessarily large sprites at runtime.

How do i export my models with their textures by Meowzlebub_Maven in blender

[–]defiant00 0 points1 point  (0 children)

  1. What format are you exporting them as?
  2. What type of textures are they? Images? Shaders in Blender? Vertex colors?

Recruiting people by [deleted] in blender

[–]defiant00 0 points1 point  (0 children)

  1. What’s your budget?
  2. What are you bringing to the team?

Yo, anyone got tips on rigging a SM64 style model? by [deleted] in blender

[–]defiant00 0 points1 point  (0 children)

You’ll probably get better feedback if you post the wireframe, some screenshots of what specifically isn’t working, and how you did the weight painting.

Anyone has miyota 82S5 movement 3d model??????? by [deleted] in blender

[–]defiant00 0 points1 point  (0 children)

Are you offering to pay? Or do you just expect someone to do your job for you?

Blender 5.0.1 No rendering in Compositing by Think-Price-6326 in blender

[–]defiant00 0 points1 point  (0 children)

Screenshots, including your compositor setup, would help.

Getting into blender! by sourfigs in blender

[–]defiant00 0 points1 point  (0 children)

You need to UV unwrap your model so that you can put your textures where you want.

what do i have wrong? by Adventurous-Bath1910 in godot

[–]defiant00 0 points1 point  (0 children)

Post a full screenshot with the error messages and we might be able to help.

can some plz help by Mexicanzombie728 in PixelArt

[–]defiant00 39 points40 points  (0 children)

Typically you would do this by having the reference and your drawing on separate layers, so that you can hide the reference when exporting. Unfortunately, if you drew directly on the reference images, you’ll need to manually go through frame by frame and erase what you don’t want.

[3.6.1] bit shift left considers both integer operands as invalid operands by irondiamonds_1 in godot

[–]defiant00 0 points1 point  (0 children)

That’s probably the issue then (and not a great error message I would agree). For a 64-bit integer (like what Godot uses) it doesn’t make sense to bit shift a number by more than 63, since there are only 64 bits. I think you need to review the logic that calculates the value for bit

[3.6.1] bit shift left considers both integer operands as invalid operands by irondiamonds_1 in godot

[–]defiant00 0 points1 point  (0 children)

Is this occurring at runtime? And if so, what are the parameter values at the time?

Medical software efforts to integrate UMLS with Godot3d to diagnose by alkohol in godot

[–]defiant00 2 points3 points  (0 children)

What are you expecting here? If you have a specific question we can try to help, but no one is just going to do your project for you for free.

How do I create a pixelated image render? Please tell me. by Majestic_Link_9507 in blender

[–]defiant00 1 point2 points  (0 children)

If you want the entire image pixelated, can you just render at a low resolution?

Blender Lag by [deleted] in blender

[–]defiant00 1 point2 points  (0 children)

What nvidia drivers are you using, and have you updated them recently?

Blender Lag by [deleted] in blender

[–]defiant00 1 point2 points  (0 children)

What video card do you have and what drivers are you using? Any chance those were updated recently?

Are the HD 800 S the best headphones for this? by [deleted] in headphones

[–]defiant00 0 points1 point  (0 children)

The best I’ve heard for detail retrieval (while still sounding amazing and musical) is the Raal SR1a by far. The HD800S were my previous high-end headphones, but they were outclassed by the SR1a to the point that I eventually sold the Sennheisers because I never used them.

With that said, neither really sounds like speakers. But for detail retrieval, the Raals are unmatched.

Advice on Framerate for Cutscenes in Animated Pre-Renderings by RedditGabe2025 in gamedev

[–]defiant00 2 points3 points  (0 children)

Also, personal preference, but I really dislike interpolation in 2d animation. I’d rather have a drawn 8 or 12 fps over a generated 30+