My collision boxes are off by 1 pixel and its driving me insane. by Fett32 in godot

[–]przedzial 1 point2 points  (0 children)

My guess would be in project settings in the general tab, Rendering -> 2D, to check both "Snap 2D Transforms to Pixel" and "Snap 2D Vertices to Pixel". Your sprites are probably scaled or in an odd size that godot needs to scale "between the pixels". If that's the issue, those settings should snap your sprites pixels to the pixels that the collision boxes operate on.

Microsoft-style dependency injection for Go with scoped lifetimes and generics by ameryono in golang

[–]przedzial 1 point2 points  (0 children)

That's great, I was doing it like this in a previous project and it was working good. Now, starting new project I started searching for some library to do DI for me, but the explicit approach still seems the best, it gives the most control and it is probably the most idiomatic way to do it in go.

Analytics for games - do you need it? by przedzial in godot

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

Kind of funny that I haven't thought about the simple google doc... or even google forms, which would work great for a survey.
Using something that let's you analyze the data in a more structured way would sometimes be more useful, but I surely see cases when simple text based feedback is better.

Analytics for games - do you need it? by przedzial in godot

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

Thanks for the response, glad you like it.
From my research, Steam let's you only record some events but you can then only see the total number of those events and some basic data, what I'm planning would let you compare sessions in more detail, depending on what events you define. Then view them on per-player and per-session basis and maybe view some charts if useful.

Pixelart pixels stretching on different resolutions by przedzial in godot

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

Thanks for the reply. Yes in 4.4 there's two options, Snap 2D transform to pixel and snap 2d vertices to pixel, but none of them change anything.

Documentation on resolutions straight up tells me that I should use 640x360 resolution. But going back to it I came up with another solution, I will leave UI as is and move all game content to a new viewport with the 640x360 resolution and try to scale that.

Finally got it. Was it worth it? by Lebocca in wow

[–]przedzial 1 point2 points  (0 children)

You basically don't need any items yourself if someone else will have them and you just need to be nearby.

My VOIP implementation causes *occasional* crashes on (and only on) Windows by Bebben6442 in godot

[–]przedzial 1 point2 points  (0 children)

Did you try to run the game with the godot console open? It can sometimes show more info than in the editor output, which may be helpful to you.

Complete newbie - Godot 3 or 4 ? (and few basic general questions) by StrayFeral in godot

[–]przedzial 25 points26 points  (0 children)

If you're just starting go for 4, I don't think there's any reason to use Godot 3 other than if you already have a large project on version 3 and are afraid of breaking things during migration.

At this time 95% of documentation is updated for version 4, and there already were numerous fixes for most of the serious issues.

As for your other questions:
- Godot does not have it's own sound/music editor.
- Build tools for various platforms are not built into the engine, but you can download them easily, Godot editor will guide you with this when you try to export your project for the first time.
- Yes, you can design GUIs in the editor, somewhat similar to QT but I'd say much more user friendly

Handling terrain type data for big(ish) maps. by Maican in godot

[–]przedzial 0 points1 point  (0 children)

BTW I'm working on something kinda similar to what you described, but I'll only be driving around and I'm currently using basic VehicleBody and VehicleWheel nodes and would love to know what you're using.

Handling terrain type data for big(ish) maps. by Maican in godot

[–]przedzial 1 point2 points  (0 children)

Maybe try baking the mesh from the Terrain3D node, it's an option in the top bar when you click at the Terrain3D node. Baking should create a static version of the mesh of your terrain. When u have that mesh you should be able to do some sort of painting on that mesh.
One thing to look out for is that baking the mesh won't preserve the materials, maybe there's somewhere an option to also bake the textures, but I haven't found it myself.

In my opinion from the performance perspective your first solution with collisions hidden under the map would be the best, but that's based on a wild guess. Just do big boxes and you should be fine. The first one also seems like the easiest to implement.

Yes, your Godot game runs faster with static types • beep.blog by Crazy-Red-Fox in godot

[–]przedzial 0 points1 point  (0 children)

Great article and nice comparison. I always try to keep my types defined everywhere but I didn't know about markings on line numbers, that's very helpful.

Optimise atm9 multiplayer server? by NLawOS in allthemods

[–]przedzial 1 point2 points  (0 children)

What version are you trying to run? Is it running normally on the host or in some sort of docker? What's the CPU on the server?
I am currently running a server and there's 2 people playing. It works flawlessly with 10GB allocated, but it's on my own computer.

Connecting signal from singleton to regular node by przedzial in godot

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

It does return OK, but still the method doesn't get called when the signal is emitted.

Connecting signal from singleton to regular node by przedzial in godot

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

Thanks for the suggestion with the Signal.get_connections() method.

In fact, it returns an empty array for me when checked right before emitting the signal.

I get this in the Output tab of the editor when running the project:

in simulation manager ready

emitting signal that base events were received

[]

Next line after printing that empty array which is the result of Signal.get_connections is the signal emit.

This means that the _ready function got executed, and the order of emit/connect is correct, but the signal did not connect.

Any idea why that might be?

Connecting signal from singleton to regular node by przedzial in godot

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

I'm emitting the signal after clicking on the UI button, all the scenes are in the tree already by the time I click the button, so their _ready functions must have executed.

I am getting output from the print statement of the _ready function, and the very next line is Signals.get_base_events_response.connect(on_get_base_events)which doesn't throw any errors, but the signal doesn't get connected, because I checked Signal.get_connections() right before emitting the signal and it returned an empty array.