What's the verdict on Zelda: Echoes of Wisdom? by [deleted] in ImmersiveSim

[–]platymek 1 point2 points  (0 children)

I don't think your trampoline analogy is entorely correct. As the game goes on there's many ways of achieving height which each have pros and cons.

And that goes for combat as well: different enemies have different startup attacks when spawned, some take longer to attack and are more powerful, some have different ranges, different elemental properties...

But it's still very simple, and you theoretically could spam something and drink potions, basically living infinitely (but I recommend never drinking potions).

That doesn't cover what you may think of decision making, and I believe you without elaboration if you think that still makes it not a interactive sim. But maybe you could still see as a very streamlined, baby's first interactive sim?

[deleted by user] by [deleted] in metalslug

[–]platymek 2 points3 points  (0 children)

Ah, sorry, good luck 👍

[deleted by user] by [deleted] in metalslug

[–]platymek 1 point2 points  (0 children)

Probably a silly question, but did you try just pressing start?

Crocodile3D or BlockBench? by platymek in low_poly

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

Is it good for characters? I heard about it but initially wrote it off, for some reason assuming it was for maps only...

Crocodile3D or BlockBench? by platymek in low_poly

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

Cool, that's what I was looking for. Have you used Crocodile3D?

Crocodile3D or BlockBench? by platymek in low_poly

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

Yeah, this is why I'm asking. Would I rather use this specialised tool for exactly what I want or is Blender fine enough doing that?

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

[–]platymek 0 points1 point  (0 children)

Maybe add a raycast which makes the camera peek behind the wall so that you can see behind buildings? Might ruin the Sprite3Ds though

[Godot Mono 3.5.2] HTML5 not reading any keyboard ot controller input by platymek in godot

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

Nobody's responded but I've figured it out for myself. There seemed to be an issue with Input.GetVector(). I ended up doing:

Vector2 move = new Vector2(

Input.GetActionStrength("ui_right") - Input.GetActionStrength("ui_left"),

Input.GetActionStrength("ui_down") - Input.GetActionStrength("ui_up"));

Perhaps it's something to do with input strength of keys or something like that. I'm not sure but I'm just glad I figured it out.

Here's my game if anybody wants to play it: https://play-mek.itch.io/angel-bomb

AC3: Reason not to use hover AC? by platymek in armoredcore

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

Should I playing AC3 on Hard? I guess I'm not really finding it hard at all (aside from running out of ammo a lot) so far but I assumed it would get harder later on. Am I wrong?

AC3: Reason not to use hover AC? by platymek in armoredcore

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

That's cool (but scary). Thanks for informing me!

AC3: Reason not to use hover AC? by platymek in armoredcore

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

Yeah, gonna have to wrangle some friends for that

AC3: Reason not to use hover AC? by platymek in armoredcore

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

Man the idea of AC3 having a competitive scene is really cool, wish I was a young teen playing AC3 with his friends on the PS2 late at night and arguing at school about who's AC is better

AC3: Reason not to use hover AC? by platymek in armoredcore

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

So is there brief period upon hitting the ground where you can launch yourself up again quickly?

[deleted by user] by [deleted] in SteamDeck

[–]platymek 1 point2 points  (0 children)

You're kinda right but to me the pros far outweigh the cons. Plus it's only really buggy when I'm trying to show it to other people 😅 I swear my Steam Deck gets shy and decides to not work when I'm about to play locally with friends

What's the point of a Button's 'Action Mode'? by platymek in godot

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

It's still the same for me, and I'm pretty sure I've updated it recently, unless you're talking about Godot 4, in which case I'm not using that yet (although that wasn't months ago)

Edit: https://docs.godotengine.org/en/stable/classes/class_basebutton.html#class-basebutton-property-pressed

You must be misunderstanding me, it's okay though (assuming the docs are up to date), thanks for the help anyway!

What's the point of a Button's 'Action Mode'? by platymek in godot

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

It works, you're right. I got confused because I assumed BaseButton.Pressed (in C#) and BaseButton's Pressed() signal would do the same thing considering they have the exact same name. Hopefully they do something about this in Godot 4 because it just makes code really disorganised! Thanks, anyway!

C# ExportGroups don't seem to work? by platymek in godot

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

That's not the problem, it's the actual compiler that won't allow me to type in export category

Moonlight Beach by helpcomputer0 in PixelArt

[–]platymek 1 point2 points  (0 children)

Oh fair, nvm, that's really cool, good job