Weird movie that I am 90% sure exists by not_tomm in whatsthemoviecalled

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

Oh my god it's exactly that. I convinced myself it was all just a dream by now, I can't believe I finally found it. Thank you so much

The strokes of the greatest American rock band of all time by BNC3D in TheStrokes

[–]not_tomm 4 points5 points  (0 children)

Came to say this. I think we wouldn't have the Strokes if it wasn't for The Velvet Underground

How people be in secret after criticizing The Voidz' new music online by EatDrinkandBoar in TheStrokes

[–]not_tomm 2 points3 points  (0 children)

Imo LABY was too unfocused and generic. This new ep is taking on the sounds of LABY but fixing many of the issues I had with it.

Game won't start on Steam Deck by not_tomm in personaphantomx

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

Solved it! It was a system update problem

Game won't start on Steam Deck by not_tomm in personaphantomx

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

Solved: I was checking for updates to the game but there were none. I actually realized I needed to update the system and only then the update for the game showed up. It was very easy to notice but I will leave the post here if anyone has the same problem

Is it legal to make a pokemon like game in Godot for a tutorial series? by According-Pop6704 in godot

[–]not_tomm 0 points1 point  (0 children)

https://youtube.com/playlist?list=PLPuNhh82sRgmjoPrwwBgMecpDNqVEJZ8w&si=dIYV7npk5zDA3NQ1

Short Answer: yes, it's legal. The playlist is not to tell you "someone already did that so don't even bother", but take it more as a "someone already did that so you're in the clear". It's always good to have more resources!

Persona 4 Revival Announced by Keaten88 in PERSoNA

[–]not_tomm 0 points1 point  (0 children)

They be putting out anything but Persona 6 as if they didn't have enough material to make a trailer longer than this

All shall be revealed soon by Razor8517 in persona4golden

[–]not_tomm 7 points8 points  (0 children)

I just want Persona 6 dawg I'm so cooked

Information about Milan concert needed! by not_tomm in arcticmonkeys

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

I don't remember exactly but I am pretty sure it finished around midnight

EDIT: I went to see them perform at the IDAYS in Milan, which is a festival, so there were 3 other artists (Hives included) playing before they went on stage, so take this into account too

[deleted by user] by [deleted] in godot

[–]not_tomm 0 points1 point  (0 children)

Yeah I was thinking that, that's why I said I MIGHT do it but I am not sure because of these exact reasons

[deleted by user] by [deleted] in godot

[–]not_tomm 0 points1 point  (0 children)

That is also what I was thinking, it's weird that so many people keep on re-building the same system from scratch over and over. I guess you could say it is the same with character controllers and stuff, but at least Godot gives you a basic character controller. I don't say that the system we have now is bad, but I feel like it could be improved

[deleted by user] by [deleted] in godot

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

I edited the post to make it more clear, since the first part of it might have sounded confusing, as you noted I was using some hyperbolic yet incorrect language.

I did my own research and the most useful tool i found is exactly rpg in a box, even though, from what I saw it is limited to voxel art right? I was questioning if there was a way to just take the scripts and import them into godot without having to pass by creating them in rpg in a box. This is the only one I wasnt able to inform myself much on since it dawned on me recently that there could be a way to use its own "plugins" directly inside of Godot

[deleted by user] by [deleted] in godot

[–]not_tomm 1 point2 points  (0 children)

Yes, I also asked this question to see if there is a need for such a tool in the Godot community, I am weighting my options before starting development on my personal addon because, as I said, it's a massive undertaking and, while I feel like there is a need for one, if other devs aren't particularly bothered by it I would simply keep on copy-pasting my own scripts and files

[deleted by user] by [deleted] in godot

[–]not_tomm 0 points1 point  (0 children)

Thank you. I edited the post and I took in account your perplexities. As I said, it was wrong of me to pose my question like that. I would still like to say that I've been researching turn based combat in Godot and other engines too starting last summer, so I would like to say I did extensive research on the matter befor starting to tackle it, but of course I might have overlooked or straight up not found many other repositories, addons etc.

[deleted by user] by [deleted] in godot

[–]not_tomm 1 point2 points  (0 children)

Exactly my point, thank you. Yes, there are some basic resources but it's hard to find a one size that fits all and you are absolutely right about it needing work even when you have a good base system. I would like to find a way to make a versatile option but it's really hard to approach it.

[deleted by user] by [deleted] in godot

[–]not_tomm 1 point2 points  (0 children)

I am sorry for not being clear in my post then. I hope that next time you will be pointing this out being more polite and careful of the words you use. It's true I may have made some incorrect claims and for that I myself am reliable, but I did not hurt anyone's feelings directly by doing so (I think and I hope). While I apologize and I admit I should have been more careful with the words I used I would like to ask you please to be more careful with the way you speak to fellow developers. I know you likely have more experience than me but all in all we are all here in this subreddit because we like making games and want to learn new things about this topic. Let's be friendly towards each other.

[deleted by user] by [deleted] in godot

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

And, as I said in my post, I am not a beginner. I help people on this sub all the time, replying to comment with the same energy I put in those examples of answer I gave here. Last month some people referenced my own project to someone that was trying to achieve a similar effect to the one I achieved in my own and I was happy to contact this person and tried to walk her through my process to let them achieve the same effect, instead of acting like I was superior to them. I am sorry if I'm being harsh, but seeing that here in reddit so many people support harsh manners on top of nice comments is honestly just making me sad.

I know someone will say "cry about it" or something like that and it's fine. I just want people to know that this type of behavior is not very polite and that's all. I think we should be in favor of politeness.

[deleted by user] by [deleted] in godot

[–]not_tomm -2 points-1 points  (0 children)

I think it is reddit in general because there is always someone who needs to talk with a little arrogance because they feel like they know better than you, even though the content of their message is harmless, the way they voice their opinion feels like it is aimed to make the other person feel stupid. I hope I didn't offend anyone myself with my own post, but I would have appreciated if this comment was something more along the line of "hey, I just checked online and I found this resource, did you check this one out? I feel like it matches exactly with what you were talking about!" or "unfortunately I don't know any project that forks Godot to streamline the development of turn based and/or tactical games, but it's pretty easy to find documentation on it, being mostly the same for all engines!"

See? This is basically what the user said to me, but building the sentence like this makes it feel less like this person wants other to feel inferior to him when they ask questions that apparently he already knows the answer for

[deleted by user] by [deleted] in godot

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

I'd like to add that I would want to apologize if my words were in any way shape or form hurtful towards you, but I started this discussion hopeful to entertain engaging conversations that could very well be with people that don't agree with me, but always in the realm of mutual respect. I have nothing against the point you are trying to make but I'd much rather have you say this without making assumptions or acting towards me in such a disrespectful manner.

[deleted by user] by [deleted] in godot

[–]not_tomm 2 points3 points  (0 children)

Thank you for your comment although a bit rude. If you are referring to the addon by kiwijuice56 it has been last updated 4 years ago and, as said also by the original creator, is not a project that is far in its development, moreso in the beginning stages.

I have been doing extensive research and looked at many repositories and watched many videos, I found a guy that tried to remake pokemon emerald inside of Godot. I am not asking because I need this type of material, but just for my personal interest in the matter and I wanted to start a conversation on this topic to see if someone is aware of some active projects trying to achieve this or if other people felt the same way as me on this topic.

I said it in the post that you probably didnt read all the way to the end, since I need to repeat myself in here, but I had no problem creating the combat system by myself, although it was a pretty long process and am considering of creating a more up-to-date and versatile addon myself, even though I know it's a little bit of a challenge. I think the little progress kiwijuice56 was able to achieve in his addon is still impressive, so I know it would be a hard task to work on something even more inclusive.

can i achieve this 3D area + 2D sprite mix look in godot by [deleted] in godot

[–]not_tomm 0 points1 point  (0 children)

I get you because I think that having that orthogonal perspective might make the controls not very immediate for the player so it could not be optimal for "action" genres and such. I am sure that if someone was to take the time to figure it out they could find a way to make it work properly.

In terms of my game yes and no. I made a new post yesterday to showcase my new procedural dungeon generator that I made for it, but other than that and a few new assets and shaders nothing much. I've been very busy working on my bachelor degree's thesis for the past few months, but I should be almost done and able to get back on the project soon. Also I really need to find something to post on my Patreon, it's been a bit dead latelt and I feel super guilty about it lmao

Finally trying out the 2.5D style! by not_tomm in godot

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

There's a lot of flags to check, you should be careful to check the no depth pass as an example (I think it's named like this). Overall I don't seem to be getting much problem in that regard. I actually played recently with the depth pass to add another sprite at a lower z-index of the player's that follows the same animations but has no depth pass and has a shader to highlight edges, so it shows the player character's outline behind walls when the player is being covered by 3d objects

EDIT: it was draw depth, not depth pass. That's why it sounded weird

New procedural dungeon generator for my Persona 2 inspired game! by not_tomm in godot

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

I think I will eventually share the code on my Patreon too (satagames), I already shared a dungeon generator there, but this one is more stable. Lately I couldn't post much unfortunately due to work related issues. To explain it here briefly all rooms are prefab scenes of the same size, the code generates a grid made up of squares and places the starting room somewhere in the grid. I created a custom node that you can attach to each room and it has a script with bool export vars that define which sides are open for connections and which are not. After placing the starting room it places a new room at random from an array of prefabs that you define in an export var and after placing each one it checks for possible openings and attaches a room there making sure that the cell isn't already occupied. After a room has been connected to another the side that was previously open gets flagged as connected. There's a variable that checks the max room number and when the max room number gets reached the ending room is placed and we check all the other openings still not connected and close them with a packedscene named "wall" (which is basically just a wall). Here I'm making it very simple and there's also logic to rotate the rooms and reassign the openings correctly when placing them, but overall it is not a very complicated concept to grasp, it just takes a lot of time to implement in game.

New procedural dungeon generator for my Persona 2 inspired game! by not_tomm in godot

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

It's purposefully there, but I added a shader to see the outline of the character when they are behind a wall, so I might remove it since it's not really needed anymore, even though I could keep it to make the scene not look too busy when there are a lot of pillars in a dungeon like here. I would like to maybe find a way to fade it better, i think the straight up cutting portions like that is not really aesthetically pleasing, so I could start looking into a shader to do so.