I just logged into slashdot again for the first time in years. My account still works, duane_robertson (69342). That was my second account, after I lost my first one somehow.
Android games that take up 10G. And here I was annoyed that godot was getting so big.
Games that big and demanding shouldn't be locally installed but streamed to those devices. Before you go arguing me over ownership and whatnot, note that I didn't say they have to be streamed from cloud, though for most people that might be the most convenient. https://store.steampowered.com/app/353380/Steam_Link/
duane Android games that take up 10G. And here I was annoyed that godot was getting so big.
I downloaded the new Need for Speed game on my phone, I like it was like 7GB. Graphics looked alright but the controls were kind of bad.
Just wanted to see what the "state of the art" is but 7GB for a phone game is kind of bad. And the graphics didn't even look all that nice considering.
I don't like big games on my phone. I play free cell and that's about it. I do play more on my tablet, but nothing that comes close to that size. To me, those games should be low poly, or low res, and space conscious, but to each his own. That's why having a large number of entrants is the best.
cybereality I was thinking more in terms of an inner tube + water physics + nice scenery. I only need one move, a kick button to kick away from other fat guys on inner tubes.
Even though I do like the idea of owning a house,I have to agree with what cybereality said about buying a house in these times. I generally don't like the idea of getting a loan from banks in general. Also, how did we end up in an environment, where it's profitable to horde houses and then sell them an incredibly expensive prices? That doesn't make sense to me but, I admittedly don't know much about the subject.
Audiobellum Also, how did we end up in an environment, where it's profitable to horde houses and then sell them an incredibly expensive prices?
Because there are buyers willing to compete on price/outbid. Inevitably there will be a crash. Apparently nothing was learned from 2008 and it's business as usual.
A californian moved into my state, cut down our oldest tree because "it was getting leaves everywhere", and is now pricing everybody out of their houses without so much as repaving the 25 year old driveway. I have feelings about landlords. Especially the californian ones.
Cutting down a tree without permission can result in a hefty fine here ...
In case the tree poses a danger, maybe because it is so old that it may damage something, one has to inform the municipal administration and they will then organise something.
Interesting, it was introduced because there was a problem with energy (hence the name). But is has never been proven that the effect of saving was actually achieved, apart from miniscule 0.x percent here and there.
Now it is being sacked because ... there's a problem with energy ?
@cybereality I changed the CSS and now it should use less screen space on screens with aspect ratios larger than 16/9 with horizontal screen resolutions of 2000+. Unfortunately, I do not have a different sized screen so I am not 100% sure it works. I used the following CSS override:
/* Use less space on aspect ratios larger than 16/9 */@media screen and (min-aspect-ratio: 17/10) and (min-width: 2000) {
.container {
width: 60%;
}
}
If you have a chance, can you let me know if it looks better now on your 21:9 display?
My scene isn’t reloading properly, can anybody help?
I implied a win/lose system based on a tutorial I watched on YouTube and it should give the player the ability toe reloading the level after failure. However, the reloading feature doesn’t seem to work probably. Even though the scene reloads, the player still all the weapons and ammo they’ve picked; that doesn’t make sense to me since the player’s health reloaded probably. Also, I haven’t even implemented a save system yet; I’m confused!
I never had this problem before when I followed the tutorial in question but, that’s probably because I wasn’t following the tutorial “properly” back then. Back then, I refused to signals use auto-loaded to manage the game with signals as the tutorial instructed.
Instead, what I did was add a screen to the top node in the level and then managed the whole level with that one script. If I wanted to transfer info from place to another, I’d just use “owner” a lot. When I did things my way; everything was just fine.
However, what inspired me to disobey the tutorial was pure laziness; I didn’t want to learn about using signals with code. So when the opportunity presented itself, I followed the tutorial “properly” as much as possible and that’s when the problem I describe manifested.
Perhaps I made some sort of mistake following the tutorial or perhaps it’s a problem with the version of Godot I’m using now (3.5); there is also the possibility that the tutorial just wasn’t made for a game as complicated as mine. Here is the code I use for reloading the scene:
func _input(event):
if Input.is_action_just_pressed("reload") and ( win == true or lose == true):
get_tree().reload_current_scene()
Here is a link to the tutorial I was following:
Now I’m not in a rush to fix this problem, because I’ve other issues with my game that I’m trying to sort out. However, this is a huge problem for me and I don’t even know how to fix. Could anyone give me some help?
I've not checked the tutorial or anything, but first thing I would try is print(get_tree().reload_current_scene()
according to the docs, this should ...
Returns @GlobalScope.OK on success, @GlobalScope.ERR_UNCONFIGURED if no current_scene was defined yet, @GlobalScope.ERR_CANT_OPEN if current_scene cannot be loaded into a PackedScene, or @GlobalScope.ERR_CANT_CREATE if the scene cannot be instantiated.
Though printing it might just be an enum or something idk. Might help in understanding the cause at least.
One more iteration of my low poly character. I've been watching Sherlock Holmes cartoons and that's about the level of detail I want in my characters. Still low poly. I can get a lot of variety by morphing a base mesh and changing clothes, colors, etc.
fire7side Nice, I've been up to something very similar though with a lot more shader code and watercolor paints than polygons. It's a shame I'm away from home for a week. A week with no photo scanner or sketching backlight. In theory based off the pages of incomprehensible handwriting and scribbling in the one sketchbook i have, it should work fine once I have the backlight making sure i'm drawing the same lines 50x over for the photo scanner.
fire7side Take a week and study this. The longer you struggle, the longer you wind up remembering what you learned.
The hardest part is translating the 4 words gdshader and glsl disagree on, such as COLOR is actually gl_FragColor in glsl. I won't say how long that took me to figure out as a wee 21 year old, otherwise I will be embarrassed, and maybe even shed a tear.
cybereality Yeah, autoload was a part of the problem. I also discovered that using export var for the array of weapon numbers I had was a bad idea. Thanks for the help.
Check out this robo I found at OSU while staying with a friend in town.
Photo's not mine, my camera's too old and this laptop's SD card slot too small.
Edit for background info, the college of engineering in my state is really cool. Campus owns a fleet of these little guys for delivering campus food to students. I tried it once, their voice isn't as cute as they look and the cookie was too sweet.
I wasn't there for the photo I just showed, I got mine just today when i went to the ATM on campus and found one who got confused by 30 students and jammed another 2 robos at a sidewalk intersection. They figured it out surprisingly fast, less than a minute was enough for all 3 to reorient and get unstuck. It might have been less than 10 seconds if I didn't try to take a photo of the pumpkin one while it was stuck just in time for them to decide to move and kick me in the shin.
I got the photo later while it was waiting in line to cross the road.