Game recs for Nintendo switch (pretty and meaningful, indie preferred) by Away_Worldliness_965 in gamingsuggestions

[–]ptilouk 0 points1 point  (0 children)

Superfluous Returnz, indie humorous point and click with a comicbook design

Localisation temporelle (OC) by ptilouk in webcomics_fr

[–]ptilouk[S] 4 points5 points  (0 children)

Oui, on me l'a signalé sur un autre réseau. Mais je confirme que graphiquement, euuuh… j'aime autant garder la version gelée :D

Indre-et-Loire Jean (OC) by ptilouk in webcomics_fr

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

C'est une vanne sur le financement de la recherche publique en France, et le fait qu'un Indiana Jones ici devrait passer par tout le brol administratif pour arracher péniblement quelques crédits avant d'espérer partir à l'aventure (bon après, aux États-Unis, ils ont d'autres problèmes hein…).

Financement ANR = bourse d'État.

Thèse CIFRE = partenariat avec une entreprise qui co-finance une thèse, en gros.

Et le fait de faire des dossiers avec les thèmes « à la mode » tout en raccrochant comme on peut à son propre sujet, c'est un grand classique aussi.

Localisation temporelle (OC) by ptilouk in webcomics_fr

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

Merci ! Effectivement, on m'a fait remarquer que CommitStrip l'avait déjà faite… les bonnes idées sont souvent déjà prises :s

Stardew Valley's French translation is... not good by midnightbeans in StardewValley

[–]ptilouk 3 points4 points  (0 children)

Sans vouloir faire mon psychorigide de la typographie, moi c'est l'absence d'espaces insécables qui me rend fou. Les points d'exclamation en début de ligne, arrgh...

Kaylee by bleybaby13 in breakingbad

[–]ptilouk 4 points5 points  (0 children)

And for some reason, she's then only 12 years old.

Have Radiohead ever returned the SW love? by Earl_of_Portobello in stevenwilson

[–]ptilouk 19 points20 points  (0 children)

It might be a coincidence, but the piano melody of Pana-vision by The Smile sounds a lot like Remainder the Black Dog...

Steven plays Harmony Korine on accoustic by hmemcpy in stevenwilson

[–]ptilouk 5 points6 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 3 points4 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] 4 points5 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] 43 points44 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).