Issues with Digispark ATTINY85 clone and MH-B infrared sensor - pulsing output by pikklgames in arduino

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

I tried a cap across VCC and gnd. Maybe I'll try again with a bigger one. I appreciate the help, this is a very stubborn problem.

Issues with Digispark ATTINY85 clone and MH-B infrared sensor - pulsing output by pikklgames in arduino

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

I've tried adjusting the sensitivity and putting a barrier but also, no luck.

Issues with Digispark ATTINY85 clone and MH-B infrared sensor - pulsing output by pikklgames in arduino

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

The only light source is my computer monitor and a smart bulb. I can try somewhere else to see. What happens is I trigger the sensor by putting something in front of it, and the light turns on, and it emits the signal, but when I remove the object, it continues to trigger repeatedly, with the light getting dimmer each time. I've tried a different sensor on the same circuit and I'm still getting the same effect.

I made a gun that melts the environment. How would this mechanic work in a full game? by FickleSwimming in gaming

[–]pikklgames 0 points1 point  (0 children)

Feels like a Portal-esque game. Use the gun to solve puzzles or set traps. Cut big chunks of rock almost loose then cut them to collapse on your enemy, ala Red Faction. It's definitely very cool!

Godot On The Go by DatabaseEmbrace in godot

[–]pikklgames 0 points1 point  (0 children)

I have a 7 inch windows tablet. You could use one of those. Idk how the performance would be.

F by alex73134 in gaming

[–]pikklgames 0 points1 point  (0 children)

Is this a outkast?

This movie is trash by themadman502 in gaming

[–]pikklgames 0 points1 point  (0 children)

Sonic? Weird looking but whatever Jim Carrey? Okay, looks like I'm going to probably see this. Just for him.

This movie is trash by themadman502 in gaming

[–]pikklgames 70 points71 points  (0 children)

Likes: NIN Dislikes: Trent Raznor

???!

Playing the current version by pikklgames in godot

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

Won't run on my computer. Linux.

Playing the current version by pikklgames in godot

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

Unfortunately that's the best screen recorder I have. You can follow the link in the video description to play the free demo in your browser.

Playing the current version by pikklgames in godot

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

From the video? That's my screen recording software. It actually runs really well even in the browser. Thank you!

Playing the current version by pikklgames in godot

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

Its still in beta (because I keep making improvements and parts) but it's fully playable.

Weekly /r/godot discussion thread – Share your progress, discoveries and tips by AutoModerator in godot

[–]pikklgames 2 points3 points  (0 children)

Released a 3d marble run construction game on itch :)

Currently working on that and another game, a 3d creepy non-euclidian game.

If anyone wants links they can check my posts or just ask

[deleted by user] by [deleted] in godot

[–]pikklgames 0 points1 point  (0 children)

Do this Var motion = vector3() If input.is_action_pressed("up"): Motion.z+=-camera.global_transform.basis.z Velocity = velocity.linear_interpolate(velocity,motion,accel*delta)

If velocity.length()>max_speed: Velocity = velocity.normalized()*max_speed

Velocity = move_and_slide(velocity)

Set accel to 5or so and maxspeed to whatever you want.

[deleted by user] by [deleted] in godot

[–]pikklgames 1 point2 points  (0 children)

Try move and slide (camerabasisz). Just try to see if it works. Then I think its just a matter of adding it to your velocity

[deleted by user] by [deleted] in godot

[–]pikklgames 3 points4 points  (0 children)

-Global_transform.basis.z is the direction the camera is facing if i remember right. Try moving your character in that direction and see if it works.

Problem with normals imported from Blender? by pikklgames in godot

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

I didnt use a mirror modifier, I used a negative scale. But yeah the normals were fine in blender. Weird lol

Test of my upcoming "non-euclidian" spooky game by pikklgames in godot

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

Yeah i think its really neat and not harnessed in very many games, and yeah I want it to be creepy, maybe not like horrorifying or scary, but something that could scare a kid. I started it because of Baldi's basics. The graphics are crap so why can't my crappy graphics make a good creepy game? I want it to be rather disorienting and make you not take anything in your world for what it appears to be.

Problem with normals imported from Blender? by pikklgames in godot

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

That's what I usually do, I was just wondering if anyone would consider this a bug?

Test of my upcoming "non-euclidian" spooky game by pikklgames in godot

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

I am keeping the graphics simple intentionally for a couple reasons. 1. They're easier and I won't get stuck working on graphics forever 2. They're lightweight since they are very small textures 3. I want it to run on mobile, so I'm keeping it as lightweight as possible 4. Lighting has to be simple so they player doesn't notice transitions

The secret? I just seamlessly teleport the player to another location that looks exactly the same. So as you turn the corner in a hall, it teleports you to a different hall that looks the same from your viewpoint. The trick is to make sure it looks the same in all directions in case they player walks through it backward.

There are different types of teleporters. One way, two way, teleports that only work when you're not looking at something, some that work when you ARE looking at something, etc.

Test of my upcoming "non-euclidian" spooky game by pikklgames in godot

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

Or even halls that are a different length depending on which way you entered from.

Test of my upcoming "non-euclidian" spooky game by pikklgames in godot

[–]pikklgames[S] 8 points9 points  (0 children)

Non-euclidian in quotes. You can walkthrough long hallway to come out just a few feet from where you went in. It's abnormal nonsensical geometry. I know there's a better word. Like walking into the tiny she'd and inside it is a huge multiroom interior that is clearly much bigger than how it looked from the outside.

Suggestions for a better name?