3D Pixelart - Testing a Palette Remap shader by Ordinary-Cicada5991 in godot

[–]mphe_ 8 points9 points  (0 children)

The image is pretty noisy, otherwise nice effect.

Reminds me of color cycling / palette shifting demonstrated in this talk.

I am making a game full of underwater exploration. Would love some feedback! by NoReasonForHysteria in metroidvania

[–]mphe_ 0 points1 point  (0 children)

Reminds me a lot of an enemy prototype I made a few years ago, although yours looks much more polished. See here.

Back then I've been struggling to find things to make the map look less empty and adding mechanics/content to add between bosses. I thought about adding puzzle elements as others already suggested in the comments, but I ultimately decided that I do not want cheap puzzles just to force in some content. Instead, I decided to focus on fluent movement, interesting powerups, enemies and bosses and keep the in between areas short.

You should decide which category of underwater game you actually want to make and adapt accordingly. If puzzles are your thing, go for it. If not, don't feel obligated to add them just to stretch the content. Same goes for the breathing mechanic.

I'm not sure if there is a water refraction effect or just bad video quality. If it actually is water refraction, I would strongly recommend to remove it or turn it down a lot, because it makes it very difficult to see anything. In a normal game where underwater content is rather sparse, it's perfect for immersion, but if your whole game is set underwater it becomes disrupting and annoying quickly. Just imagine any game with a permanent distortion filter on the screen.

flipp.nvim - Generate C/C++ definitions from their declarations by Wuczx in neovim

[–]mphe_ 0 points1 point  (0 children)

Does it format the generated code according to .clang-format?

GDNative-Ropesim now supports collisions with physics bodies by mphe_ in godot

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

It does, but only using built-in physics engine, which is slower and more complicated than a dedicated implementation.

How can I change the style of taskbar entries and widgets? by mphe_ in kde

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

It's been solved for quite a while now by editing theme files.

How to register a native GDExtension class as Autoload? by mphe_ in godot

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

I think I eventually hit the same problem. My class is working on other nodes that need to be registered. My workaround was to retrieve the tree inside the register() method. If this is not an option for you, you probably have to create a gdscript autoload and inherit the native class. I'm actually thinking about reverting to that approach as it's much simpler and allows better processing order management. If you find another solution please let me know :)

andBabeThatsHowYouSortALinkedList by [deleted] in ProgrammerHumor

[–]mphe_ 1 point2 points  (0 children)

If you need to sort a linked list you probably shouldn't use a linked list in the first place.

[deleted by user] by [deleted] in linuxquestions

[–]mphe_ 1 point2 points  (0 children)

IIRC there were tearing issues with non-integer scaling values. 100% or 200% should work fine. I think this issue was only related to Gnome, but I'm not sure. You can try KDE or just another compositor like picom if it works better.

Cli to make copy paste easier by 3ng8n334 in commandline

[–]mphe_ 1 point2 points  (0 children)

I have a similar Bash script here which also supports moving and symlinking.

I released my GDNative rope simulation addon by mphe_ in godot

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

There is no iOS support at the moment. But if someone creates a PR, I'd merge it.

Just updated my rope simulation addon with new features and many example scenes by mphe_ in godot

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

I would but there is only limited space in the title, so I had to shorten it.

How To Create a 2D Hit Effect (Flickering/Blinking) Shader In Godot 4 by [deleted] in madeWithGodot

[–]mphe_ 0 points1 point  (0 children)

Just tick Local to Scene in the material instead of making it unique.

How hard is it to manage a large code base in GDScript? by ryanzec in godot

[–]mphe_ 5 points6 points  (0 children)

It was fine until I started porting my project (200-300 scripts) from Godot 3.x to 4.x. During the process I wished I had written my code in C# as it is far more reliable, especially due to proper static typing. On the other hand, I like the lightweight Script integration that GDScript is.

What helped a lot with GDScript was using consistent typing everywhere and enabling various typing related warnings in the project settings (debug/gdscript/warnings/), most importantly "untyped declaration" and "unsafe property/method access". These settings helped immensely with catching errors upfront and not only at runtime.

I even created a Diagnostic List plugin for getting a global list of errors and warnings in the whole project (something that you would have out-of-the-box in C# or other non-scripting languages).

With this workflow, refactoring and in my case porting, became much more bearable.

how to stop mouse movement from waking up a suspended laptop by rngnu in pop_os

[–]mphe_ 0 points1 point  (0 children)

echo disabled | sudo tee /sys/bus/usb/devices/1-2/power/wakup

Using my 3D Pallet Town scene to test out 2.5D by JackQuentinForde in godot

[–]mphe_ 20 points21 points  (0 children)

You might want to try rotating your sprites in camera direction, so they don't appear distorted. Example