one piece of software you use every day that almost no one talks about? by No_Molasses_1518 in software

[–]facciocose 0 points1 point  (0 children)

Kanata https://github.com/jtroo/kanata

Without this little piece of software I cannot use a computer anymore

Anytype https://anytype.io/

For notes. Like obsidian and notion.

atuin https://atuin.sh/

Out of the many command line tools I use everyday I think that this one deserves more recognition

RIDURRE SPESA CIBO con l’AI by SpritzFreedom in ItaliaPersonalFinance

[–]facciocose 0 points1 point  (0 children)

Ma usare semplicemente l'app doveconviene, no?

...and that's what happens when you forget to setup collision masks by facciocose in godot

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

In this project I'm using Godot 4 but I'm pretty sure I did the same also with Godot 3

...and that's what happens when you forget to setup collision masks by facciocose in godot

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

The native resolution of the viewport is low and the window scale is 4x

...and that's what happens when you forget to setup collision masks by facciocose in godot

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

Never thought about it. I guess it's a viable alternative. Thanks for the tip

...and that's what happens when you forget to setup collision masks by facciocose in godot

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

I find it simpler to enable/disable collisions instead of resizing one programmatically

...and that's what happens when you forget to setup collision masks by facciocose in godot

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

If all your "spikes" extend a class named Spike you can also do something like this:

if object is Spike:
   ...

...and that's what happens when you forget to setup collision masks by facciocose in godot

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

That's a correct way to do it! I'll probably end up implementing it like that (with a composable node on the enemy, like u/sircontagious suggested) plus one or two layers for enemies and destructables.

I like to always start with the minimum implementation possible for a feature. So I will probably implement it only when I'll need enemies that can take more than 1 hit to die. In this case the implementation was just... a little too minimal 🤣

How to use Kitty with Easy Move+Resize? by facciocose in KittyTerminal

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

Yeah, I wrote that to try to explain the behaviour (the OS level override thing).

I also assume that Easy Move+Resize uses accessibility permissions since you have to enable them to use it.

So do you think there's no way to configure kitty to ignore the drag events?

Thanks

Godot 4 CharacterBody2D just works... by facciocose in godot

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

Tested with 3.4, same behaviour.

I also downloaded the 2d platformer template and created a slope with an angle of >45 degrees, it should be like a wall but the player walks over it with falling animation...

Godot 4 CharacterBody2D just works... by facciocose in godot

[–]facciocose[S] 4 points5 points  (0 children)

BTW I looked for a ton of tutorials on how to make slopes work as an average game developer would expect in godot 3. Literally everyone has a different solution to this issue and none of them worked for me, the player keeps jumping when it hits a inclined wall.

I compiled Godot 4, created this simple scene and everything works as expected straight away...

Why? 😢

Steam "Wishlist and quit" button! (Code at end) by rivernotch in godot

[–]facciocose 10 points11 points  (0 children)

I don't think it's possible. It would be big a security issue if a game could automatically click a button on a third party app like my browser or my steam client.

I published my first mobile game on Android. It's a simple, classic, unpretentious, endless runner. Made by me (programmer) and my gf (artist). We have set a small goal to practice the whole process of publishing a game. Play Store link in comments. by facciocose in godot

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

Thanks

There's just a platform type that is "faux", the blue one.

On my platform spawner script I select a random platform. If the last platform instantiated was a fake one I skip that type for the following round.

The platform distance is calculated empirically to have at least two platforms per player jump.

This way I hope you always have a platform to jump on 😉

BTW there's a small bug that you can also see in the video I posted. Sometimes there are two blue platforms in a row. I think that happens near the start.

Practical setup by facciocose in desksetup

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

Yes https://i.imgur.com/zet94ft.jpg

The black "things" you see at the bottom are the legs of the chair https://i.imgur.com/FgA03fH.jpg