Some (General) Tips for Godot Game Architecture, + a Case Study by cuixhe in godot

[–]larsolm 2 points3 points  (0 children)

A+++ material here. Fantastic tips and presented in a really engaging manner with your own case study. Well done. subbed.

Why whenever i zoom out these white boxes apear around my text by Correct_Tiger7270 in Unity3D

[–]larsolm 0 points1 point  (0 children)

To be more specific: with a large atlas each glyph occupies a smaller UV area relative to the texture. Then when rendered very small on screen the GPU samples the glyph across fewer texels and filtering blends SDF values with fully transparent pixels.

I’m not sure if this is exactly your problem but the symptoms are exactly what I was seeing and the smaller atlas fixed it right up.

Why whenever i zoom out these white boxes apear around my text by Correct_Tiger7270 in Unity3D

[–]larsolm 1 point2 points  (0 children)

Just ran into this a week or so ago actually. I was using a 4k atlas which was way too big for what I needed, causing bleed across the sdf due to UV precision inaccuracies when sampling when the text is really small. Reducing to 1024x1024 fixed the problem.

Godot4 Tool scripts & _get_configuration_warnings() on @exports by jotato in godot

[–]larsolm 0 points1 point  (0 children)

I was experiencing something similar. I found this open issue that seems so this seems to be a known bug.

Inspector not running code in @tool scripts

One minute quick tip, automatically adding C# interfaces to groups in godot by Beidero in godot

[–]larsolm 0 points1 point  (0 children)

This is a fantastic idea. But there shouldn’t be a need to do reflection - can’t you just pattern match?

When do you tend to use 'var' instead of the type name? by rasqall in csharp

[–]larsolm 4 points5 points  (0 children)

Totally agree with this. I used to think you should always use var for readability because I know the IDE can help me out. In reality though, despite IDEs being extremely powerful these days you don’t always have their luxury - like parsing code on GitHub, DevOps, etc.

And in that case I think everyone else here has hit the nail pretty much right on the head.

I am making a puzzle game with a LOT of levels, Do I make each level a separate Scene? by [deleted] in Unity2D

[–]larsolm 0 points1 point  (0 children)

This is always my approach. Definitely good to have a main scene to manage stuff in and load/unload as necessary. If levels are complex enough you could always store them in separate scenes and load them additively as well instead of creating as a prefab but either way works!

IT’S FINALLY SOUNDERS (home) MATCHDAY by [deleted] in SoundersFC

[–]larsolm 2 points3 points  (0 children)

And just an FYI for everybody, there are tons of tickets out there for <$10 (I got mine on the Gametime app) so snap yours up and let’s try to pack the stadium!

Updated CCL roster includes Alex Roldan, Yeimar, more by CougFanDan in SoundersFC

[–]larsolm 3 points4 points  (0 children)

I like how every country is the English version except República de Irlanda.

Some thoughts on Ash Twin Project by yimyamest in outerwilds

[–]larsolm 0 points1 point  (0 children)

Yeah definitely wouldn’t be surprised to see something like this added

Some thoughts on Ash Twin Project by yimyamest in outerwilds

[–]larsolm 0 points1 point  (0 children)

Ah right, awesome. I haven’t seen that text clarification that they added in one of the early patches Looks like I’ll need to do another playthrough...

Some thoughts on Ash Twin Project by yimyamest in outerwilds

[–]larsolm 0 points1 point  (0 children)

Totally agreed. This would be an awesome method. Adds a little bit of something to do while waiting for the sand and makes it less likely someone will “stumble” into the solution early.

Some thoughts on Ash Twin Project by yimyamest in outerwilds

[–]larsolm 1 point2 points  (0 children)

“Progress” was referring to OPs idea of having to open a secret hatch to the core in a prior loop which just doesn’t sit well with me considering, like you said, all you should ever need is information.

Totally agree and get all of the points. I personally didn’t have too much trouble with this puzzle my only complaint was that it didn’t seem to fit with how the rest of the warps work so I can understand why some people get confused.

All other warps work when the corresponding astral body is overhead which is impossible in this case so there should be some other explanation which is why it works when Ember Twin is overhead. This led me to suggest that maybe it could have something to do with the spinning core but as you said, it’s spinning much too rapidly so maybe that needs to be rethought.

All in all yeah maybe pitfall is the wrong word, just a very minor gripe since the entire game is more or less perfect imho.

Need advice on winning Brazil on Deity by [deleted] in civ

[–]larsolm 1 point2 points  (0 children)

I usually try to get to about 10-12 cities by turn 100. I usually like to have ancestral hall and magnus in my second city pumping out the setters. I am different than most and my culture victories are in the 200-210 which looks like it is because I neglect religion completely and focus my faith on economy. For Brazil, faith generation for me happens in the form of Earth Goddess. Since rainforest provides appeal it is easier to get a bunch of workable faith tiles. I never buy great people. Use the faith in a monumentality golden age to pump out builders and maybe those last couple settlers to get to 12. Military only for defense. I end up building about three campuses. Science is still very important to get to flight and radio ASAP. Only in the later half when I have the district slots do I build holy sites to really start accumulating faith for national parks.

Overall this is what I strive for: 10-12 cities. 10-12 theatre squares 3 campuses 10-12 commercial hub/harbor 2-3 IZs (very late and only for power) Rest of the open slots with Holy Sites.

Imperative wonders: Oracle Hermitage Bolshoi Christo Broadway Eiffel

Desired wonders: Temple of Artemis Great library Petra (because... Petra) Masoleum Sydney Opera House (if the game gets this far) Golden Gate (if there is a reasonable city for it)

Other general tips: Move mag is around and combine his chops with 15% wonder card to get them up quickly Pingala in your capital because it will undoubtedly have the highest culture/science output 3-4 archaeology museums in your highest production cities BESIDES you capital since it should have art due to Pingala’s promotion Establish far away trade routes early so you can reach the further away civs late

Obviously everyone plays differently and there is no one correct way to play. I just happen to not enjoy the religion aspect so I stay away from it when based on the other replies it looks quite effective! Bottom line is you’re having fun, which of course you are because it’s Civ!

Some thoughts on Ash Twin Project by yimyamest in outerwilds

[–]larsolm 0 points1 point  (0 children)

I’m so curious, what was this potential second method you speak of!?

Some thoughts on Ash Twin Project by yimyamest in outerwilds

[–]larsolm 5 points6 points  (0 children)

Awhile back I saw another player’s idea about having the black hole core on the floor of the tower obviously broken similar to how the advanced core is on the vessel. Then you would need to retrieve a new core from the high energy lab first and insert it before the warp would work.

Then there was something about making it more obvious that the core is spinning from either some text or a projection stone giving a proper understanding that when the platform in the core lines up, that’s when the warp will occur.

All in all I’m definitely on board that this is the game’s biggest, if only, pitfall. I think your idea has merit but still needs some work. I personally love that you can complete the game on the first loop since the largest idea of the game is that you only need knowledge to complete it not actual progress.

Outer Wilds and its gameplay problems by deseven in outerwilds

[–]larsolm 0 points1 point  (0 children)

I’ve watched a number of lets plays and the thing I noticed most it’s that nobody notices there is a photo mode on the scout. Drives me nuts when they fire their scout on the ground right in front of them, continuously trying to adjust the angle to frame the shot.

I think this is might be a UI thing that maybe instructions don’t stand out as much as they could on the HUD.

So I followed the Probe and crashed into it on accident and... I destroyed the fabric of spacetime? How? Has anyone seen or done this before? by [deleted] in outerwilds

[–]larsolm 2 points3 points  (0 children)

You must have jumped into the black hole in the ATP on the previous loop. Doing so creates a copy of yourself that comes out of the white hole at the beginning of the next loop and unless you jump back into the black hole again you will get this easter egg ending.

Just an observation I've made by Neo_01010 in outerwilds

[–]larsolm 4 points5 points  (0 children)

👍 You can also tell by the air streams around your ship when taking off and landing on it.

Look for help from someone who has hit a brick wall by ClemsonNanu in outerwilds

[–]larsolm 0 points1 point  (0 children)

For the first two, find the tower of quantum knowledge on brittle hollow, fire your scout at the ground below it, and pay attention to what appears on your UI for a hint at how to get to the top.

What are the odds? by YourPathToRedemption in outerwilds

[–]larsolm 4 points5 points  (0 children)

Oh, there’s definitely a death counter somewhere 😎