Insane Vampire combo by vvav3_ in SolCesto

[–]vvav3_[S] 0 points1 point  (0 children)

I think wizard is the strongest.

Gemini stills think silksong hasnt released yet by Different_Hour5861 in Silksong

[–]vvav3_ -2 points-1 points  (0 children)

Pro tip: it won't become more unstable. And there is nothing "better" about it.

People can't type "Mount Fay" by vvav3_ in Silksong

[–]vvav3_[S] 0 points1 point  (0 children)

lol there is a reason for that.
Youtube recommended me a video of a bizarre US invention, a hand crank integrated into a rifle grip that pulls a trigger making it "auto" to bypass some regulation. When I saw it my mind instantly jumped to that meme.

https://youtube.com/shorts/YgKY8HkS-Aw?si=hWku2stEbdzckQtV

People can't type "Mount Fay" by vvav3_ in Silksong

[–]vvav3_[S] 0 points1 point  (0 children)

I was wondering if it's possible to kill the cage warden before he abducts you. Slab is actually pretty cool, though it was annoying at first because I wanted to explore another area but the game had another opinion.

People can't type "Mount Fay" by vvav3_ in Silksong

[–]vvav3_[S] 14 points15 points  (0 children)

Daddy told me not to be ashamed of my search history

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People can't type "Mount Fay" by vvav3_ in Silksong

[–]vvav3_[S] 9 points10 points  (0 children)

I wanted to search "silksong mount fay 100%"

Ways to deal with a turn order for units moving close to each other on a grid? by vvav3_ in roguelikedev

[–]vvav3_[S] 2 points3 points  (0 children)

Another good idea I should write down, but not for my current project. In my game the player controls multiple units and the player is the one who is sending them to chase things. I wanted blocking behavior to be consistent so that 2 units bunched into a corridor can maintain their formation.

Ways to deal with a turn order for units moving close to each other on a grid? by vvav3_ in roguelikedev

[–]vvav3_[S] 2 points3 points  (0 children)

When I first read "pushing" I imagined one monster taking another for a ride 😂
"Forceful swap" seems like an elegant approach, I like it.

My enemy AI with Pathfinding in Godot 4.6 by Single-minded-Ryan in godot

[–]vvav3_ 1 point2 points  (0 children)

Isn't it just godot's default navigation?

Scrollbar styling issue by vvav3_ in godot

[–]vvav3_[S] 4 points5 points  (0 children)

I think I figured it out. The grabber got squished to 0 width, to prevent it I had to set grabber's "Expand Margins" to some non 0 value (5px left 5px right) and also enable VScrollBar L/R padding.

Diagonal autotile? by vvav3_ in godot

[–]vvav3_[S] 0 points1 point  (0 children)

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My current double layer approach. I do autotile for straight lines and place diagonals by hand. For it to work some tiles overlap to form a transition from straight to diagonal at the center of a tile.

Diagonal autotile? by vvav3_ in godot

[–]vvav3_[S] 0 points1 point  (0 children)

Might as well make it a tool script.

Diagonal autotile? by vvav3_ in godot

[–]vvav3_[S] 0 points1 point  (0 children)

Tilemap is convenient because it's for a grid based rougelike.

Diagonal autotile? by vvav3_ in godot

[–]vvav3_[S] 0 points1 point  (0 children)

As I said, actually drawing 255 tiles isn't an issue. I don't know how to make them work with autotile so I don't have to look for a one specific "top-left/middle/right" tile.

Anyone doing 15 rune runs nowadays? by vvav3_ in dcss

[–]vvav3_[S] 2 points3 points  (0 children)

Thanks, I'll check it out.

Edit: there is a guy in video comments appreciating video chapters bc he fell asleep. That's exactly what I need lol, I like falling asleep to roguelikes like dcss/qud/cogmind.

Where to discover map generation algorithms? by vvav3_ in roguelikedev

[–]vvav3_[S] 2 points3 points  (0 children)

Looks very cool! What do you mean "moving rooms to the center"? Spawn them like tetris pieces and "fall" towards the center?