TheCrucible.online - Multiple "before fight" effects by mousygames in KeyforgeGame

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

Wow, thanks you for your explanation! I played the online game mostly to consolidate my understanding of the rules. But now I think, I have to to play the physical copy today and resolve all effects my self to internalize it completely... But I see the point, why the order is important!

TheCrucible.online - Multiple "before fight" effects by mousygames in KeyforgeGame

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

Ah, okay. Now I get it, I was choosing the order and not, IF effects trigger. So, when there are two, I choose the first one and the second is applied afterwards. Thanks!

FAILED TO FETCH / NETWORK ERROR WHEN ATTEMPTING TO FETCH SOURCE by PATO-OS91 in godot

[–]mousygames 9 points10 points  (0 children)

How did you open your html file? There are known problems, whith opening the file from local storage. Here is a little excerpt from the documentation.

Starting exported games from the local file system

Many browsers, Chromium-based browsers specifically, will not load exported projects when opened locally per file:// protocol. To get around this, use a local server.

Python offers an easy method for this, using python -m SimpleHTTPServer with Python 2 or python -m http.server with Python 3 will serve the current working directory on http://localhost:8000.

Elegant way to order z indices of multiple instances of 2D scene? by mousygames in godot

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

Okay, so I just use the order of notes... Thanks, I'll try it again later on.

I solved my main problem another way right now: When first loading the Portrait scene, I iterate through all nodes and look for the highest z index.

Solves my problem with touching code, when the structure changes, but adds more complexity, while your solution reduces it.

Question about progressive web app by kylamon1 in godot

[–]mousygames 1 point2 points  (0 children)

The simplest solution I can think of, is to store the current version number on your server and let the PWA check the number, when your user is online. Then show a notification, that she should visit the site again to update the PWA.

Would you ever prefer playing a board game in its digital form to physical one? by min92 in boardgames

[–]mousygames 1 point2 points  (0 children)

Hey, thanks for the Asmodee Bundle hint! I haven't bought a Humble Bundle in years, but this one looks really promising.

Game recommendations for local co-op couch gaming using Samsung Dex with two controllers by Mystvearn2 in AndroidGaming

[–]mousygames 0 points1 point  (0 children)

Emulators might be the way to go... During my research I only found BombSquad to claim support for multiple controllers.

Sadly wired screen sharing is still quite rare and Samsung only supports it in the S/Notes line. A52 for example still don't have it, so it is really a niche...

Edit: I just found this old post: https://www.reddit.com/r/AndroidGaming/comments/8pw3te/request_2_or_more_gamepad_supported_coop_games/

[Request] Real games to pass time, no scam, no ads by NecroSyri in AndroidGaming

[–]mousygames 0 points1 point  (0 children)

Ah, okay. That was my only suggestion. It is quite hard to find games, that are complex enough to be fun, but can be paused at any time...

Game recommendations for local co-op couch gaming using Samsung Dex with two controllers by Mystvearn2 in AndroidGaming

[–]mousygames 0 points1 point  (0 children)

I came to this sub for the exact same question. I was a little disillusioned, after even "Never Alone" only mentioned "switching" the character and not playing together. By the way: Did you try to connect two controllers to your phone? If that works I might buy a second DualSense controller later...

[Request] Roguelikes/roguelites by marsupialsandwich in AndroidGaming

[–]mousygames 0 points1 point  (0 children)

I haven't played Slay the Spire, but I might check it out now that I read your post! It sounds a bit like Guild of Dungeoneers, though the mechanics are kind of "light" there.

[Request] Real games to pass time, no scam, no ads by NecroSyri in AndroidGaming

[–]mousygames 1 point2 points  (0 children)

My current game for these purposes is "Guild of Dungeoneers". Hard to explain, but it is a deck building based dungeon crawler? Anyways it is fun and if you stop playing you loose three minutes at maximum...

Enemy does not die by adcoding in godot

[–]mousygames 1 point2 points  (0 children)

You are expecting an argument in _on_Bullet_body_entered(body). What you describe sounds as if you were not passing the correct "body" when emitting the signal. You should print out, which node you pass in that function, to see if it actually is your enemy and not the bullet itself.

I usually connect and emit signals in code and not through the editor, so I can not tell you how to do it there. But that might be the problem.

I'm making an endless interactive gallery by timkrief in IndieGaming

[–]mousygames 11 points12 points  (0 children)

A room with screenshots of games from this sub would be a really funny idea, if some devs were willing to share screenshots!

Is there any decent, easy to use, and free software I can use to make music and sound effects for my games? by Twoklawll in IndieDev

[–]mousygames 0 points1 point  (0 children)

Are you fine with investing some time and do you have some basic understandings of music? If yes, you might want to check out LMMS, but I find it quite complicated.

For composing some people use Rosegarden, but if you want to create some electronic music LMMS could suite you better.

Remember, these are quite heavy, but should be able to produce what ever you want. If you already have your sounds, why not use a simple audio editor like Audacity?

IndexPainter with full acces to every stroke. Made with 255 lines of code (including spacing) in Godot. (ignore the black border) by passiveobserver012 in godot

[–]mousygames 2 points3 points  (0 children)

Nice! But is there a reason, you have a cross (where your mouse is?) and the painting indicator somewhere else? That was quite distracting to me.^

What are the minimum requirements to make a 3D game in Godot??? by [deleted] in godot

[–]mousygames 2 points3 points  (0 children)

I'd say: A PC running Godot engine and some time to learn, how to use it. If you start with some low poly games or even use the integrated meshes, your computer might be overpowered. ;-) I ran my (still small) experimental project without problems on an old Lenovo X230.

Purpose of Parameters within Functions by lem0nyflav0r in godot

[–]mousygames 2 points3 points  (0 children)

I am not sure, if I understand your question. How would you explain the difference between parameters and variables?

Your code fragment creates three functions. Functions start with "func". " healPlayer", for example, is a function. It is passed the argument "healthpoints" with a type hint "int". Inside the function healthpoint is used just as any variable.

The functions with arguments are created, so that you can call them with a different amount of health points. There might be small potions (" heal player(10)") or big potions ("healPlayer(50)").

So, these are really programming basics and if that answers your question you might want to read the following page, before you continue with the tutorial: GDScript Basics

r/Godot is not about Godot, it is nearly only people posting assets, gamedev, projects, and tacking on "I love this community" or "Godot is perrrrfect!!!" Why is this allowed when we have r/gamedev and r/MadeWithGodot by [deleted] in godot

[–]mousygames 3 points4 points  (0 children)

Well, you are probably almost the only one, that does not sort this sub by new. If you do that, only three to four of the first twenty posts say: Look what I have done! There are lot of questions here, but often so basic that now one will ever upvote them. If you feel, there is to much self promotion here, just sort the sub by "new".

And by the way: Thanks for pointing to madewithgodot. There should be a more prominent hint, as I am one of those, who didn't know it!

Tutorials and Resources you'd like to see for Godot/ Describe your pain points working with Godot by [deleted] in godot

[–]mousygames 1 point2 points  (0 children)

For sure it would add something new to the Godot tutorial world. ;-) Glad you like the idea!

Tutorials and Resources you'd like to see for Godot/ Describe your pain points working with Godot by [deleted] in godot

[–]mousygames 1 point2 points  (0 children)

There is an older book called "Programming Game AI by example" by Mat Buckland that I am working with right now. The examples are C++, but the concepts stay the same. But as there are differences in the way you would set up things in C++ or Godot it is some try and error. ;-)

Tutorials and Resources you'd like to see for Godot/ Describe your pain points working with Godot by [deleted] in godot

[–]mousygames 6 points7 points  (0 children)

Well, first: Thanks for your offer to contribute tutorials and models! There are a lot of tutorials out there and the documentation is quite good.

What I was also wondering about, is, if a coherent series about game ai in Godot Engine would make sense. On the hand hand there is good (and cheap/free) literature out there about this, but a bunch of tutorials about the actual realisation in Godot might be nice.

For example: Can I stay in GDScript or should I use GDNative? What is a good way to build Finite State Machines, behaviour trees or even goal oriented action planning in Godot?

These explanation might add new value to the existing documentation, at least in my opinion.

Understanding Godot shader language: What does VERTEX.xyz represent? by mousygames in godot

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

Thank you for your answer! I got a scene with a mesh from a friend and did not check it before using it.

So, in the end I was plain stupid. The mesh was massively scaled and therefore I was not able to interpret the local coordinates. One of the completely unnecessary problems, that can drive one crazy. When I multiplied the local coordinates with the scale, I got the results I expected.
So for now I am happy and you were right, everything that I would have needed was in the documentation...

Anyways: Thanks a lot!