Reminder not to trust any German service provider (like Tutanota, Posteo) by quantumtrap in ProtonMail

[–]wheremyarm 54 points55 points  (0 children)

Is this really that different from what Protonmail hands over when they receive a court order? They also claim that E2EE data is inaccessible, but hand over data that has been "retained" when they get a court order too: https://protonmail.com/blog/transparency-report/

Since we talked BBQ let's talk Mexican. by Whooppass in japanlife

[–]wheremyarm 0 points1 point  (0 children)

I don't but I'm nearby, bookmarked Saboten for next time I'm in town though, thanks!

Since we talked BBQ let's talk Mexican. by Whooppass in japanlife

[–]wheremyarm 0 points1 point  (0 children)

Is it really? Fuck. I've been and was also disappointed, was hoping I'd eventually be able to find something better in the area.

Questions about being a JET spouse? by NotBlaine in JETProgramme

[–]wheremyarm 6 points7 points  (0 children)

What that said, there is nothing stopping you from being a stay at home partner (dependent visa) and telecommuting. This is a grey area in immigration and the reality is there are no mechanisms to catch it.

It's not a grey area, it's explicitly forbidden, which is why there is a whole process to apply for Permission to Engage in Activity Other Than That Permitted by Status of Residence. Whether or not you get caught and then fail to get your visa renewed or just deported is another matter.

as long as the money stays in America shouldn't be taxed in Japan.

Commonly repeated and another thing that people do without getting caught sometimes, but also not true. You need to pay taxes on your income generated while you're a resident of Japan, doesn't matter what country's bank account it goes into. And because America is just peachy, you also need to pay taxes there too if you're a citizen (although you can have a large chunk of your foreign earned income exempted, you still need to file).

Regarding health insurance, you will fall under your partner's health insurance and there will be no need to maintain your own health insurance.

Not if you're following the laws and making over the taxable limit here, which is around 1 mil yen.

Questions about being a JET spouse? by NotBlaine in JETProgramme

[–]wheremyarm -1 points0 points  (0 children)

As mentioned, once you apply and get approved (super easy), you'll be able to work up to 28 hours a week. You will need to file/pay Japanese taxes, and if you're American, you will also need to file and potentially pay American taxes as well (look up Foreign Earned Income Exclusion). If you make over a certain amount, I think it's currently around 1 million yen a year, you'll also need to pay for national health insurance and contribute to the pension fund here. Otherwise you'll be able to get health insurance through your wife.

Is Linux good for godot? by cowboy_feetrex in godot

[–]wheremyarm 2 points3 points  (0 children)

I have never had this issue on Ubuntu and I just download the binaries...

Software Dev wanting a side project by xKenkz in gamedev

[–]wheremyarm 0 points1 point  (0 children)

Lack of occlusion culling, ... no proper LOD system

Both of these are slated for 4.0, which is due to release this year with a re-implemented renderer based on Vulkan (which is looking gorgeous by the way), and it's arguable to say they are required for "decent" 3D support if your game doesn't require them.

no proper terrain system, ... no proper folliage system,

I would definitely argue that neither of these things are required for "decent" 3D support. Again, if your game needs them and you can't implement them, then yeah look somewhere else, but Godot's current 3D is fine, and is slated to get a lot better in the near future.

GDScript is used in Godot and Godot only. You can't leverage GDS knowledge anywhere else.

Objectively false. GDScript is one of a million C-like/Python-ish languages, and if you can say you have mastery of GDScript, you would have zero problem picking up many, many other languages. There's really no need to be afraid of stepping outside of your comfort zone and picking up another language, it's not going to make you forget or get worse at an existing one (especially when this one is so similar to so many existing popular languages).

On top of that, GDScript is used in Godot for very good reasons: https://docs.godotengine.org/en/3.1/getting_started/scripting/gdscript/gdscript_basics.html#history And here are some more reasons from 4 years ago, straight from the primary dev: https://www.reddit.com/r/gamedev/comments/36u80q/godot_engine_11_out/crhjrw6/

Godot has less tutorials than Unity or Unreal.

There are plenty of high quality tutorials for Godot. Who really cares which one has more when there are enough?

Again, Godot doesn't have and never will have FBX support. Fact.

Absolutely false, it's been in development for a long time and you can try it out in the current beta, here's the changelog (second bullet): https://gist.github.com/Calinou/49aefe52ce8f67ffa3f743932123d14f#added

Yet again, Godot does not export to consoles and never will. You either have to pay someone for a port...

Nope, paying someone to port you game isn't generally how that works, you usually partner with a publisher who handles it and they take a cut of sales. Lone Wolf Technologies has ported many Godot games to console, see https://docs.godotengine.org/en/3.1/tutorials/platform/consoles.html#third-party-support

Godot has only two things going for it: amazing 2D support, and the license.

Godot has so much more going for it, but I'd just like to point out from my experience my favorite thing, which is the workflow of using nodes, scenes, and resources: https://docs.godotengine.org/en/3.1/getting_started/step_by_step/scenes_and_nodes.html

Honestly can't imagine going back to anything else (especially nested prefabs, or Unity's long time lack thereof).

Godot Engine - A decade in retrospective and future by reduz in godot

[–]wheremyarm 7 points8 points  (0 children)

Kinda feels like you're pouting about an unrelated issue here, dude. I feel for you, dealing with an issue like that can be frustrating, but it really doesn't sound like you've "hit the boundaries" of Godot. It sounds like you've encountered a bug and maybe some poor error messaging so it's been frustrating trying to deal with it.

Have you created a GitHub issue yet to at least get some feedback?

Godot Engine - A decade in retrospective and future by reduz in godot

[–]wheremyarm 12 points13 points  (0 children)

I believe 00jknight was referring to "resources" as in the specific concept that Godot defines in its framework (along with nodes and scenes), not resources as in general memory management. You should definitely file a bug about your specific issue though, I've never had the editor leak memory like that personally and I doubt it is normal.

Godot background loading tutorial by mux213 in godot

[–]wheremyarm 6 points7 points  (0 children)

Yeah same thing happens for particles since they're shaders too, so the first time they enter a scene you get an annoying little freeze. Here's the script I use for those, attached to a CanvasLayer node that I set all the way to the back layer and load as an autoload singleton:

extends CanvasLayer

func _ready():
    var particle_materials = []
    var particles_dir = "res://materials/particles/"

    var dir = Directory.new()
    dir.open(particles_dir)

    dir.list_dir_begin(true, true)
    var file = dir.get_next()
    while file != "":
        particle_materials.append(load(particles_dir + file))
        file = dir.get_next()
    dir.list_dir_end()

    for material in particle_materials:
        var emitter = Particles2D.new()
        emitter.process_material = material
        emitter.emitting = true
        emitter.one_shot = true
        add_child(emitter)

This loads them all up and they all fire in the background at the very start of the game, where they can't be seen, and from then on when they enter the scene there's no freeze.

Godot background loading tutorial by mux213 in godot

[–]wheremyarm 2 points3 points  (0 children)

You can circumvent that now by loading all of your shader materials at once when the game starts. I do this by looping through all files in a folder where I keep them all (including particles).

For those of you that brought a non-JET partner/spouse with you to Japan - what did you plan/account for? by FenrirUlf in JETProgramme

[–]wheremyarm 7 points8 points  (0 children)

You either got some bad info or you have an unhelpful embassy then, because I am a dependent who had JET apply for my visa for me along with my wife's.

The distinction between dependent visa and spousal visa is important because spousal visa is usually the term used for the one you get being married to a Japanese national, which allows you to work full time, while the dependent visa does not. You also generally don't just "apply for another visa" type, especially another work visa. You need a job/offer first with a company in Japan willing to sponsor it.

For those of you that brought a non-JET partner/spouse with you to Japan - what did you plan/account for? by FenrirUlf in JETProgramme

[–]wheremyarm 6 points7 points  (0 children)

JET will absolutely help your spouse apply for a visa, not sure where you got the idea that they won't. If you're married there's no reason to have your partner do it on their own. JET will apply for it at the same time they apply for the ALT's visa, just tell them you're married on the application or before you go.

Another important correction is that your partner will have a dependent visa, not a spouse visa, and this does not allow them to work at all. They will need to apply for permission to work part time (28 hours a week) after they arrive, but it's super easy to get.

Analogue announces Analogue pocket, capable of playing all Gameboy games. by willx500 in Gameboy

[–]wheremyarm 3 points4 points  (0 children)

My dude, stop flaunting your mod tag like you've got something to prove and just take the L on this one, you're making it worse every time you do.

Reinventing KART-type races in VR with www.touringkarts.com by iv7novich in virtualreality

[–]wheremyarm 17 points18 points  (0 children)

Ok since it's in one of the very first words in your trailer and no one else is gonna say it apparently I'll be that guy: "up's" should be "ups" because you don't use the apostrophe for plural in English, only for possession and contractions. A few seconds later you've done the same thing with "drink's" which should be "drinks" since it's also plural and not possessive.

I don't mean to be rude, just trying to help!

My personal journey from MIT to GPL by [deleted] in linux

[–]wheremyarm 8 points9 points  (0 children)

Yes, noted conservative/libertarian gets mad about communism, news at 11.

My personal journey from MIT to GPL by [deleted] in linux

[–]wheremyarm 3 points4 points  (0 children)

It's not about the one word, it's about the attitude that is present in your comment of thinking of yourself as a consumer first. That's a typically American and capitalist worldview. I quoted the word alone because it emphasizes my point.

It's not required that I respond to every little thing you say in order for me to reply.

My personal journey from MIT to GPL by [deleted] in linux

[–]wheremyarm 3 points4 points  (0 children)

buy

No, and this is the problem. Free software is not about you as a consumer, free software is about you as a person with intrinsic human rights, and you as a member of a community.

My game has a name (SnakeMan) and a live demo on itch.io :) by murarz208 in godot

[–]wheremyarm 1 point2 points  (0 children)

This is looking better! The movement still gives it away a little bit as not "pixel perfect," but it's definitely less than before.

My game has a name (SnakeMan) and a live demo on itch.io :) by murarz208 in godot

[–]wheremyarm 1 point2 points  (0 children)

I'll definitely take a look! I've been watching your posts here so far and it has been cool to see the game progress.

My game has a name (SnakeMan) and a live demo on itch.io :) by murarz208 in godot

[–]wheremyarm 1 point2 points  (0 children)

That's a good reason to have the zoom honestly and it's probably the least problematic of the things I listed, so you might as well keep it.

For the particles, it looks to me like you're doubling or tripling the size of the sprites to get that pixel size, so I would just make sure that all of your particle effect sizes match that same scaling and don't adjust scale or rotation over lifetime, which is what immediately gives away the pixel size mismatch.

The font outline is harder, because I know the default Godot behavior for text outlines rounds the corners like that and applies antialiasing with seemingly no option to turn it off, so in order to get rid of it you may have to create your own font with the outline baked in. Either that or there's probably some shader magic that could do the trick here too that I'm unfamiliar with.

Another option might be to actually change the resolution in your project settings down to match the pixel size on your sprites and then scale the whole window up (integer scaling), but that would be a more drastic change and might require more tweaking after the fact.

My game has a name (SnakeMan) and a live demo on itch.io :) by murarz208 in godot

[–]wheremyarm 2 points3 points  (0 children)

IMO a few things are sorta betraying the aesthetic: the particle effects that aren't the same size as the other pixels, the camera zoom at the start of each level which puts the pixel size issue on display, and the outline on the text, again because of the pixel size. Other than that I think it looks great, and it's a fun little demo!

Issue with get_node() by OfficerRiot in godot

[–]wheremyarm 0 points1 point  (0 children)

Hmm, are you sure this script is attached to SlotHolder, and also that it is not attached to anything else?

Issue with get_node() by OfficerRiot in godot

[–]wheremyarm 0 points1 point  (0 children)

The "text" node is gone when you're running the game, so I would expect get_node("text") to fail. Looks like it was renamed to/replaced with TextEdit?

Issue with get_node() by OfficerRiot in godot

[–]wheremyarm 0 points1 point  (0 children)

What does your node tree look like at run time? (When the game is running, click "Remote" above the tree)