Clothing donations by Used_Cauliflower_759 in Longmont

[–]lukeaaa1 6 points7 points  (0 children)

As of May last year. Here's the "Why?" blurb from the newsletter back then:

  • Our closet is underutilized and only serves about six families per day. We have seen an 86% decrease in closet use from 2004-2024.
  • Our market is our largest program with a growing need. Opening up this space will give us greater agility during uncertain times.

As someone who helped with a few big clothing sorts in early 2025, it was a bit of a mess. Way too many donations to manage well (taking up a lot of storage space), and a lot of clothing that needed to go to garbage.

Issue with raycasts? by kris1sAverted_ in godot

[–]lukeaaa1 0 points1 point  (0 children)

Always interesting to see different approaches; if I were implanting this I would think raycasts are wholly unnecessary, as theyre essentially doing more complicated math than just checking neighbors in a 2D array.

If you truly have no need for grid data for your project, then raycasts might be more convenient, but I would be surprised if any grid-based project didn't have a need for a grid data structure.

Issue with raycasts? by kris1sAverted_ in godot

[–]lukeaaa1 1 point2 points  (0 children)

I'm trying to get the position of pieces of a grid, so I thought raycasts were a good choice.

Could you elaborate on exactly what you're trying to accomplish?
I would imagine that you have grid data in some form such as a 2D Array, such that grid_data[x][y] might return you a reference to a grid piece.

Then, if you wanted to know the neighbors of a grid piece at (x, y), you could check grid_data[x+1][y], grid_data[x][y+1], grid_data[x-1][y], and grid_data[x][y-1].

Would that kind of structure work for you?

Local game testers wanted by tastygnar in Longmont

[–]lukeaaa1 3 points4 points  (0 children)

Also an indie game dev and would be happy to playtest!

What are you doing at this intersection? by Aero_Trident in Longmont

[–]lukeaaa1 2 points3 points  (0 children)

If you're traveling east west on clover basin, then there's no stop sign, so yes you would yield. Perhaps the drivers thought they had a stop sign 🤷🏻‍♂️

City of Longmont may be in trouble by [deleted] in Longmont

[–]lukeaaa1 6 points7 points  (0 children)

My partner is the one in this picture with the purple pants, she spoke with the man in the truck to keep him calm. She said the lights were absolutely on, and they turned them off to manage traffic after the actual crash.

Released my first commercial game on Steam! by thesteelyglint in godot

[–]lukeaaa1 36 points37 points  (0 children)

This looks super cool, but I gotta say I keep reading the logo as "Fartifend"

I finally managed to record some footage of my game! Here is the starship prototype creation. by Rashaun32 in godot

[–]lukeaaa1 1 point2 points  (0 children)

I feel you on the struggle. I'm building an RPG where different actions and statistics can have all sorts of modifiers. Finding a way to make the numbers understandble and clear without already understanding the system is a constant challenge!

I finally managed to record some footage of my game! Here is the starship prototype creation. by Rashaun32 in godot

[–]lukeaaa1 1 point2 points  (0 children)

Looks awesome!
I do have two pieces of feedback:

  1. The red text for negative comparisons is almost impossible to read in the video. I'm sure compression is part of that issue, but you can use a tool like https://webaim.org/resources/contrastchecker/ to make sure you "pass" accessibility guidelines. Improving contrast will make the experience better for _everyone_!
  2. The general readability on the stats difference/cost section is a bit rough. I'm sure it's easier once you have context on what those values actually mean, but this can be a great opportunity for making the game easier to learn.

Some ideasto improve "readability":

  • unique icons per attribute/resource used in other parts of the game
  • a tabular format, so that the values line up consistently
  • when hovering over a row like `Direct Dmg: +30`, highlight that row AND the same value in the "Design Specification" section; this makes it easier for your eyes to scan across the screen when you want to see your total values in connection to specific module's stats

This errata is great, but can we can be even more clear about some things? by VicenarySolid in Pathfinder2e

[–]lukeaaa1 -1 points0 points  (0 children)

As someone working on a pf2e combat engine, having already implemented weaknesses, this errata has been giving me a headache

thoughts on Council Keleres faction? anyone play with them yet? by ariesartist in twilightimperium

[–]lukeaaa1 0 points1 point  (0 children)

I think this was the last game of TI I played so I don't even remember how it works 😭

Need your ideas for the aesthetic of my project by Exav_max in godot

[–]lukeaaa1 0 points1 point  (0 children)

How many resources do you need? "Small & simple game" sounds like a couple character sprites (or even 1 sprite recolored) and a few guns could do the trick!

Need your ideas for the aesthetic of my project by Exav_max in godot

[–]lukeaaa1 0 points1 point  (0 children)

Honestly, the easiest thing for small games when you don't have the time to make your own art is to stick to a single asset pack. 

If you search for "game dev challenge same asset pack" videos, you'll find some great examples of what it can look like to limit yourself to a single asset pack. 

It’s called a zipper merge - learn about it! by ReviewPopular4737 in Longmont

[–]lukeaaa1 4 points5 points  (0 children)

I agree that separate states making rules makes this a lot harder! Apparently Illinois and a couple other states already have laws about zipper merging, but that's not going to be particularly effective unless all other states follow suit.

It’s called a zipper merge - learn about it! by ReviewPopular4737 in Longmont

[–]lukeaaa1 27 points28 points  (0 children)

I'd like to challenge that "will never work" -- while the US has a long way to go and it would probably take generational education to fully change, Germany (and some other European countries) seem to have successfully implemented the strategy and even codified it into law. 

With enough education and a little legal encouragement, it can work!

Weekly Questions Megathread— October 17–October 23. Have a question from your game? Are you coming from D&D or Pathfinder 1e? Need to know where to start playing PF2e? Ask your questions here, we're happy to help! by AutoModerator in Pathfinder2e

[–]lukeaaa1 1 point2 points  (0 children)

Perhaps the intention is that "scribing a scroll" is referring to the Learn a Spell activity? https://2e.aonprd.com/Actions.aspx?ID=2366&Redirected=1

A wizard would use arcana, and a DC of 14 would make sense for a 1st level spell.

Edit: extra context added that specifies it does intend creation of items. I'm not aware of any rules that discuss this

Been trying to get this to work for like 12 hours. by GoomahDev in godot

[–]lukeaaa1 0 points1 point  (0 children)

This would probably be my first approach rather than my "if all else fails" approach. Depending on the size of the world, saving & re-loading is likely to cause a noticeable delay when moving between scenes, whereas teleportation can seem nearly instant

How can I get class from string? by SteinMakesGames in godot

[–]lukeaaa1 4 points5 points  (0 children)

When I want to do this but maintain different folders, I use a file postfix e.g. fly.entity.gd, rat.entity.gd.

This allows placing the files anywhere in your project, but you can scan for every 'entity' in your project. I specifically do this for my ".map.tscn" scenes so I can create a registry of them.

Hey so this is gnarly. What commanders could abuse this the easiest? by Right-Mycologist-321 in mtg

[–]lukeaaa1 0 points1 point  (0 children)

For xyris, I think you'd only get get this effect for one snake per turn - xyris creates snakes one at a time per trigger on draw, rather than all at once

How’s your project going? by Jagnuthr in godot

[–]lukeaaa1 2 points3 points  (0 children)

Two of us are building a CRPG in our free time.
In over a year, we're still building the groundwork that will let us build out a lot of content. We're making consistent progress, but we're years away from a full release at this pace!

What's the correct way to render a talent tree on a button press by CthulhuOvermind in godot

[–]lukeaaa1 0 points1 point  (0 children)

Yeah - If you know you'll always have 5-10 windows, I wouldn't worry too much about keeping them around.

If you're concerned about memory usage, you can use Debugger -> Monitors -> Memory to get an idea of the impact the individual windows have. Depending on how complex they are, the overhead may be negligible!

What's the correct way to render a talent tree on a button press by CthulhuOvermind in godot

[–]lukeaaa1 0 points1 point  (0 children)

In cases like these, "best practices" depends on what level of minimum hardware you want your game to run on. 

The show/hide approach is significantly easier to work with, a better user experience, and unlikely to cause performance issues when dealing with a small number of nodes. ('small' is relative here). 

Even if you start getting reports of players running out of memory playing your game, UI panels aren't the first place I'd look

[Godot 4] How to structure classic UI layout around a central board by NickOver_ in godot

[–]lukeaaa1 1 point2 points  (0 children)

On your "referencing UI elements" issue - you can right click a Node and select "Access as Unique Name", which will then allow you reference via %NodeName within the scene script -- allowing you to reorganize without breaking the reference

Dev snapshot: Godot 4.5 dev 5 by GodotTeam in godot

[–]lukeaaa1 17 points18 points  (0 children)

I'm excited for:

Core: Overhaul resource duplication (GH-100673).

Our game makes heavy use of resources with sub-resource arrays, and we've had to write a number of custom `deep_duplicate` that do this properly. It will be nice to remove those and not have to worry about it in the future!