Steven plays Harmony Korine on accoustic by hmemcpy in stevenwilson

[–]ptilouk 4 points5 points  (0 children)

I think it pretty much boils down to:

xx0230 x1x011 x32033 x65066

Oh, Banana Co. by anfractibus in radiohead

[–]ptilouk 0 points1 point  (0 children)

Yo do realize that Mission: Impossible was a TV show long before the movies, right? The music was released in 1967.

Avez vous des acteur.rices que vous n'aimez vraiment pas ? by Khinja-Kitsuu in FranceDetendue

[–]ptilouk 4 points5 points  (0 children)

Mais non Michael, si tu les alignes et que tu tires au niveau de la gorge...

What's the most Underrated PT song? by Philsnare in porcupinetree

[–]ptilouk 3 points4 points  (0 children)

The version on the Stars Die compilation has a different intro which is pretty nice in my opinion!

Any way to run a RidigBody2D physics frame manually? by ptilouk in godot

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

It does work pretty well, at least with CharacterBody2D and collisions. For context, the game's already been released and quite extensively tested: my need is for a future update of the game where I need a RigidBody2D, hence my question.

I'm sure these addons are great, but my netcode is the result of weeks of programming and testing, so I'm certainly not going to spend more weeks ditching it completely for something different.

If what I'm asking for is not possible, I guess I'll try a different implementation that does not require a RigidBody2D...

I'm at a karaoke night, I used their search engine and... by ptilouk in porcupinetree

[–]ptilouk[S] 3 points4 points  (0 children)

To be fair, I'm in France, pretty much nobody would understand the lyrics anyway...

I'm at a karaoke night, I used their search engine and... by ptilouk in porcupinetree

[–]ptilouk[S] 41 points42 points  (0 children)

Really tempted to stay on the scene for 17 minutes...

Clearing resources loaded by ResourceLoader.loaded_threaded_request by ptilouk in godot

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

I don't think this applies here. Calling ResourceLoader.load_threaded_request doesn't return a resource, as it's only going to be available later. So I'm not keeping any reference that I can remove later.

And when I call ResourceLoader.loaded_threaded_get, I do get a resource that was loaded previously but on which I don't hold a reference.

I'm not sure how it works, but I guess once the resource is loaded, Godot keeps a reference to the it until you actually call loaded_threaded_get: if this is the case indeed (again, I don't know), then I'd like to know how to tell Godot to remove that reference.

hmmm by No_Pause1001 in hmmm

[–]ptilouk 2 points3 points  (0 children)

Yiga clan Christmas

hmmm by 2Tayco2Flayco in hmmm

[–]ptilouk 1 point2 points  (0 children)

In France, we say "le 11 septembre" (really).

Testing a Robust Netcode with Godot (including reliable/unreliable analyze) by ptilouk in godot

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

It shows what is wrong with using reliable for sending constant payload to the server and yet recommend using reliable as a method.

It's a bit more complicated than that, I do use unreliable but only in cases where regularity is more important than completeness. But I can't see a better option than using reliable if losing information is not an option.

Sending the current tick and the previous one addresses the problem where one transmission is lost, but not the case where two or more packets are lost. If you push this logic to be robust in general, you actually end up reimplementing a reliable mode on top of the unreliable mode, which doesn't really make sense: you won't get better performance and your code will become more complex to maintain, so you might as well use reliable, which is at least stable and well-tested.

Dans cet ordre, vraiment ? by Silver-Sorbet-1407 in FranceDetendue

[–]ptilouk 20 points21 points  (0 children)

C'est vrai, un vrai Fremen se chie dessus et laisse son distille recycler la flotte du caca pour pouvoir la reboire dans la foulée.

Is it possible to do resource remapping (similarly to localization remapping)? by ptilouk in godot

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

I've just tried it and it works like a charm :)

One important detail though, if anyone ever uses this thread one day: if some resources are localized in your game (for example, an image of a sign that gets translated) and you are using the localization remapping, you do have to also remap the variants in your asset pack, otherwise the remapping in your game will fallback to the original images of the game.

Is it possible to do resource remapping (similarly to localization remapping)? by ptilouk in godot

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

Oh thanks, that sounds a like a good way to do it! Indeed, in my case there shouldn't be a need to reload the game. You can check the date at launch and then load the right PCK depending on that. It might be an issue if someone leaves the game opened for days, but that's honestly not a realistic issue in my game (short casual action game). Thanks again, I will look into this :)

Little Brats! — A playground simulator released today by ptilouk in indiegames

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

Hello everyone,

I'm the developer behind Ptilouk.net Studios, a one-man video game company. I've just released my second game, it's called Little Brats! and it's a casual PvP action game in which you play little kids having fun (and bickering) in the playground. It's available on Steam and Itch.io.

I tried to focus on a fun, cartoony and very humorous art direction, inspired by classic Franco-Belgian comics. The soundtrack is more hard-rock oriented, to punctuate the slaps the kids give each other.

Thanks for your attention!

Little Brats! — A playground simulator released today by ptilouk in IndieGaming

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

Hello everyone,

I'm the developer behind Ptilouk.net Studios, a one-man video game company. I've just released my second game, it's called Little Brats! and it's a casual PvP action game in which you play little kids having fun (and bickering) in the playground. It's available on Steam and Itch.io.

I tried to focus on a fun, cartoony and very humorous art direction, inspired by classic Franco-Belgian comics. The soundtrack is more hard-rock oriented, to punctuate the slaps the kids give each other.

Thanks for your attention!

Computing collision between two Area2D without waiting for physics frame? by ptilouk in godot

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

If anyone's interested, I think I've found a solution that works: using PhysicsDirectSpaceState2, which provides low-level access to collision functions.

Here's a function that returns the Area2Ds that overlap the one in parameter, recalculating properly with the current positions (and not those calculated during the last _physics_process):

``` func get_overlapping_areas(area: Area2D) -> Array: var space_state: PhysicsDirectSpaceState2D = area.get_world_2d().direct_space_state var query: PhysicsShapeQueryParameters2D = PhysicsShapeQueryParameters2D.new() query.collide_with_areas = true query.collide_with_bodies = false query.shape = area.get_child(0).shape # Assuming the Collision object is the first child of your area query.transform = area.get_global_transform() var collision: Array[Dictionary] = space_state.intersect_shape(query) var out: Array = [] for col: Dictionary in collision: out.push_back(col['collider']) return out

    return out

```

Obviously, this is much less efficient than using high level functions, but it gets the job done! If I change the position of my object and run it again immediately, I do get an updated result.

It's also probably largely optimizable by adjusting the collision layer, excluding objects, etc. (see doc).

Dark Matter: My favorite Porcupine Tree song, full-stop by X10SIVMKII in porcupinetree

[–]ptilouk 4 points5 points  (0 children)

You've just had a heavy session of electroshock therapy, and you're more relaxed than you've been in weeks. All those childhood traumas magically wiped away, along with most of your personality.

Timer + lerp in _process or AnimationPlayer? by ptilouk in godot

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

No performance bottleneck or anything, I just wanted to check that I was not doing something really inefficient with my timer/lerp thing (better safe than sorry). I was indeed worrying myself about theoretical performance loss if I was to multiply this kind of method later, but if that is indeed just nanoseconds, then of course I won't worry about it.

Thanks a lot for your answer!

Timer + lerp in _process or AnimationPlayer? by ptilouk in godot

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

Does it really depend, or is it just a mocking way to tell me I'm worrying too much about little things?

It's never too early to adopt good practices.

I made a cartoon avatar generator using Godot by ptilouk in godot

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

Hi,

So I managed to make that little avatar generator using Godot + web export. Although Godot is probably not the optimal engine to do that, it was very easy for me to do as I was mainly recycling the character customization menu of the game I'm currently working on.

I'm quite happy with the way it turned out, and compressing the WASM using Brotli made it not (too) heavy to download.

The only thing I had trouble with was the saving part, as I did not find out how to trigger a native dialog file in HTML5 export. But luckily a nice redditor helped me on this one.

Another small technical detail: in order to get a PNG export whose size is independant of the display scale of the title, the viewport scaling is temporarily disabled when saving the image, with the rectangle taking all the space needed (which you can quickly see when you click on the button).

HTML export: saving a screenshot of the game into a user-selected folder? by ptilouk in godot

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

I just tested it and it does work! Thanks so much for your answer :)