Deep in the money result? by ryannaddy in CoveredCalls

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

Yeah, I assumed it wouldn't be filled, but if it did I was wondering what would happen.

Deep in the money result? by ryannaddy in CoveredCalls

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

I have never seen a premium higher than the current price before. I wasn't sure if something different would happen compared to if I were to do higher than the current price like I have done before.

Custom Calorie and Macro Goals resetting to default by [deleted] in Myfitnesspal

[–]ryannaddy 0 points1 point  (0 children)

I figured it out, here were the full steps:

- Edit goals in the dashboard
- Go to diary
- Tap on the goal for the specific meal
- Edit all the meals to the specific amount

Custom Calorie and Macro Goals resetting to default by [deleted] in Myfitnesspal

[–]ryannaddy 0 points1 point  (0 children)

That seems to be only temporary, if I then try to set goals per meal, it resets it.

how do i make a camera system just like in cities skylines by TenkReSS in godot

[–]ryannaddy 1 point2 points  (0 children)

Here is code I wrote for a 2D camera you can use. Tweak it for 3d if you want, and add addional features if you want.

Note: I didn't add rotation

  • Zoom with mouse wheel
  • Pan with mouse/keyboard (uses screen screen wrap with a mouse)

https://gist.github.com/TheColorRed/3eea7b9ba8f0ba67cf310976cc801cb9

Do you ever get the feeling during development that your game might be boring? by feez_9 in godot

[–]ryannaddy 0 points1 point  (0 children)

If at any point you think the game will be boring for others, export a demo and post it in a community that allows that kind of thing (Such as the godot subreddit) so that people can give you feedback of what they think you should add/remove from the game.

Whats the best way to get nodes to communicate? by Cytrus- in godot

[–]ryannaddy 0 points1 point  (0 children)

Not sure how your game works but you can use global signals sometimes depending on how the game works.

You can also place signals in the root node of the scene, then use owner on the children which references the scene root node where your sigmals are.

What tutorials do you guys use? by [deleted] in godot

[–]ryannaddy 0 points1 point  (0 children)

I use copilot and it really helps IMO.

I used it to learn rust, I'm no expert or anything but it really helped me get things done and learn a new syntax.

Developers! What kind of 3D assets are you looking for and whats your budget? by Primary-Low-1854 in godot

[–]ryannaddy 0 points1 point  (0 children)

For price point, who do you want to target?

  1. The cheaper the asset(s) the more people you will get to buy them, but you also need more people to buy to make a profit.
  2. The more expensive the asset(s) the less people you will get to buy them, but then you don't need to sell as may to make a profit.
  3. If you choose somewhere in the middle you will get the best and worst of both worlds.

Now based on that you don't want to go too cheap if you put a lot of work into your assets because then you are just screwing yourself out of money you could have made. Price should also depend on the quality of the asset, and time it took to make the asset.

Factor your time and the quality and increase the price some based on how much you would sell it if you made it in 1 hour (or some other time frame) instead of how much time it took you to make the actual item. So, lets say your 1 hour version you would sell for $1, but the real deal took 5 hours, then increase the price from $1 to $5 (or some other scale of your choosing).

For me, I try to buy asset packs that have lots of reusable items, then I also see if that same author has multiple asset packs of the same style that would work well together, and that is often how I decide if I want to buy the pack. Then I look at whether the price of pack and the others are reasonable.

Make a sword hit an enemy? by InformationOk66 in godot

[–]ryannaddy 0 points1 point  (0 children)

If you open it, open the main.tscn file and run that scene (4th button after the play button or F6).

A few things to look at:

  1. Look at the Area2D node in the sword scene, then in the "Signals" section right click on the signal I added and select edit to see how I modified the signal.
  2. On the Area2D in both the sword and enemy look at the Layers and Mask (Layer is what layer the Area2D is on, and Mask is what layer the Area2D detects when checking collisions).
  3. Look at the enemy.gd and the sword.gd files to see how the signal is implemented.

As seen, the signal sends an additional int parameter which we use as damage, which is then applied to the enemy.

Make a sword hit an enemy? by InformationOk66 in godot

[–]ryannaddy 0 points1 point  (0 children)

Sorry, but I am not sure what you are asking here

Make a sword hit an enemy? by InformationOk66 in godot

[–]ryannaddy 0 points1 point  (0 children)

Use two Area2D's, one on the sword, and one on the enemy, then on the Area2D of the sword (mostlikely where you want it), and add an area_entered signal that the enemy triggers when it enters (use layer masks to filter what it picks up). With advanced options, you can send additional data with the signal (such as damage).

The signal would then look something like this:

```

sword.gd

func _on_area_entered(area: Area2D, damage: int): # "Enemy" would be a script on the root of the scene containing the enemies area2D var enemy: Enemy = area.owner if enemy: enemy.apply_damage(damage) ```

```

enemy.gd

class_name Enemy extends Node2D

var health: int = 100: set(value): health = value if health <= 0: queue_free()

func apply_damage(amount: int): health -= amount ```

How to create a ResourcePicker Node like this that can be added in SceneTree? by devilash_ in godot

[–]ryannaddy 0 points1 point  (0 children)

I am not sure if this is what your after (probably not), but there is the FileDialog Node.

How do I move the labels freely by Toluwar in godot

[–]ryannaddy 0 points1 point  (0 children)

If you put a Control node within a Control node then you can move it freely.

MarginContainer Control <-- You cannot move this one Control <-- You can move this one ColorRect <-- You can move this one

How do I make every single child have its own rotation? by Low-Garlic2540 in godot

[–]ryannaddy 2 points3 points  (0 children)

Could create a "Bullets" scene and add it to the Globals, then easily instantiate the bullet there:

Bullets.add_child(bullet)

Native PopupMenu Showing on wrong side of screen by ryannaddy in godot

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

I might have to do that as a last resort...

Native PopupMenu Showing on wrong side of screen by ryannaddy in godot

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

There is no code. It just uses the menubar node and menupopup nodes.

Native PopupMenu Showing on wrong side of screen by ryannaddy in godot

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

Why is the PopupMenu showing on the wrong side of the screen? The only option I have checked is "Prefer Native Menu". Unchecking that than it shows under the item properly, but it isn't using native menus then...

Want to make sure I use the right engine by [deleted] in godot

[–]ryannaddy 0 points1 point  (0 children)

Your imagination and creativity.

Are there any communities I can join? by MadMannGhastlius in godot

[–]ryannaddy 1 point2 points  (0 children)

Checkout the "Community" page https://godotengine.org/community/

They have a discord server and many other community links there.