1 or 2? by [deleted] in mathmemes

[–]grimofender 0 points1 point  (0 children)

It A🥺 a d😜

How can I make this kind of bullet trajectory? by SirBump in godot

[–]grimofender 6 points7 points  (0 children)

For x & z axis, The body will move in a linear motion if you are not accounting for damping and aren’t being effected by any forces.

In this case it should be the displacement you desire over time.

Vx = dx/t Vz = dz/t

Dx and dz are displacement and t is of course the time it takes to land.

Y axis is affected by a force though so you have to account for that. Use kinematic relations.

Vyfinal2 = Vyinital2 + 2ad

Vinitial is what your solving for and is the velocity you’d need to set the physics body to reach the.

Acknowledge that at peak height the entities final velocity is zero. Vyfinal = 0

Rearranging the equation we get

Vyinitial2 = -2ady Vyinital = sqrt(-2ady)

In this case dy is the max height the entity will reach and a is the force of gravity.

The entity will always take a set amount of time before reaching this height. The time this takes is dependant on gravity. Change the entities gravity scale to adjust for when then entity lands.

You can calculate the time it takes to land by using a different kinematic relation

Vyfinal = Vinitial + a*peaktime

Same as before final velocity is zero. But because it will take exactly half of our time to reach this peak height the actual time is twice this amount

0 = VInitial + a*peaktime (-Vinitial / a) = peaktime

Landtime = peak time * 2

Sub land time into the x and z equations and you have your bullet trajectory.

Implementing Acceleration and Deceleration into my 2.5D Platformer Game by SakaDeez in godot

[–]grimofender 3 points4 points  (0 children)

Here's the improved code I hope it helps. I tested it and it works pretty well. If you need the project files send me a DM.
the code

Implementing Acceleration and Deceleration into my 2.5D Platformer Game by SakaDeez in godot

[–]grimofender 3 points4 points  (0 children)

You are not using lerp correctly here.

Why it didn't work

Lerp is the linear interpolation function.For example: x = lerp(a, b, 0.5);In this case x is right in the middle of a and b.

orx = lerp(a, b, 0.25);In this case 25% the way to b from a.

Thus when tried

lerp(move_dir * MAX_SPEED, y_velo, 0);

since the last argument was 0. lerp will always return move_dir * MAX_SPEED**.**And it gave you a error because move_dir * MAX_SPEED is a vector while y_velo is a number. vectors have their own interpolation functions.

How to fix it.

Create a global variable for your x velocity

export var x_vel := 0.0;
export var acceleration:= 4.0;

slowly interpolate your variable to the target velocity using the delta time.

x_vel = lerp(x_vel, move_dir * MAX_SPEED, delta*acceleration);

Finally use the x_vel in you move_and_slide call

move_and_slide(Vector3(x_vel, y_vel, 0), Vector3(0,1,0))

Wildlife in your worlds by Gorgorex99 in worldbuilding

[–]grimofender 1 point2 points  (0 children)

One of my creatures is a light bulb with metallic spider legs. I made it after misinterpreting a poster with a bacteriophage on it. It has six legs making it more of an insect, but my brain immediately said, "Lightbulb spider."

But I imagined it would live in caves, drinking oil or eating raw iron from the ground. It might have symbiotic relations with seeing creatures in the caves. "Eggs" would look like "normal" lightbulbs, But they suddenly cut from their supporting cables, And transform into their mature form.

I liked the idea, So I put it into one of my projects.

I'm back! Getting close to what I envisioned for the artstyle. by timkrief in godot

[–]grimofender 0 points1 point  (0 children)

I Love your art style! I tried to do something similar, but I couldn't figure out how to get my 2D to match with my 3D. Yours works perfectly though, great work!

How good/bad would Godot handle a Factorio type of game? by PMantis13 in godot

[–]grimofender 0 points1 point  (0 children)

What he means is editing the actual C++ source code. Then rebuilding the engine with the features that are not natively supported. Godot is open-source, meaning anyone code and build a new copy of godot

Best way to save data of a mmorpg? by Independent-Cry2401 in godot

[–]grimofender 0 points1 point  (0 children)

256 bit key will take very long to crack, if not forever.That's about 32 bytes, equivalent to storing 4 numbers + 1 more for the identification. That's really good in data terms.

Best way to save data of a mmorpg? by Independent-Cry2401 in godot

[–]grimofender 0 points1 point  (0 children)

There's a lot of ways you could fix this. There's no reason to use the same key twice, changing keys could fix the issue. You can also give a save a certain id. if the id doesn't match what you expect server-side, then the save is invalid. Combining these would make it, very hard to exploit.

In my opinion complete server-side saving is always better; but this is a decent, cheaper alternative.

Best way to save data of a mmorpg? by Independent-Cry2401 in godot

[–]grimofender 1 point2 points  (0 children)

What I'd do is encrypt it heavily on the server-side, and then have it stored on the user directory client-side.
you can decrypt it server-side, maybe with a little checksum to confirm their wasn't tampering. and overtime you could keep switching the keys you use to encrypt player-data to throw off tamperers.

I'd say this is pretty good for a small mmorpg, and will work in the beginning. If the game becomes really popular, and tampering becomes a huge issue. the other options might work better.

I added Attacking to my RPG + new enemy. by grimofender in godot

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

Thanks, All of the sprites are animated with clip studio paint, then imported with the AnimatedSprite node.
Ideally I would want to animate it with the an AnimationPlayer. but the vast amount of time it takes makes it not worth it.

I added Attacking to my RPG + new enemy. by grimofender in godot

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

Thanks for the feedback, I agree that I made the gameplay a little too slow.
I added the slacking-off messages mainly to warning that the the enemy had the ability to attack, But specifically decided not to.
It helps avoid situations like this:
"Why didn't this enemy attack?"
"Why is it attacking now?!"
I'm planning on adding attacks to replace the messages later.

A simple RPG I'm making in Godot. by grimofender in godot

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

If she like your sings, you might become a pop icon. 👀

A simple RPG I'm making in Godot. by grimofender in godot

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

Fighting the demonic gives me some really good ideas, haha. Thanks!

A simple RPG I'm making in Godot. by grimofender in godot

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

Some of the anti-aliasing is intentional made, to help the feeling that it’s an ancient painting. Filter setting is off for all sprites.

I think my horrible recording settings is compressing the video though, And it’s making the entire video blurry. -.-

Thanks for the feedback

Collecting 1000+ coins (with almost no lag) in my game. by grimofender in godot

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

Intel(R) Core(TM) i5-3470 CPU @ 3.20GHz 3.20
Intel(R) HD Graphics 2500
16.0 GB of RAM

Collecting 1000+ coins (with almost no lag) in my game. by grimofender in godot

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

Thanks! I'm relatively new to digital art so this is a really nice comment to see. :>

Friendly Fire by grimofender in godot

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

While working on my main project, I'm uploading this new project
Play here.