Elon, time to leave politics for good.
Who says you can't mix full-time jobs, families and game development? :cold_sweat:
We are a small diverse group of friends, following our dreams, and trying to build something to completion for a change! Can we do it? Lets find out!
Wishlist our first game Somnipathy Today!
https://store.steampowered.com/app/2069260?utm_source=fediverse
Elon, time to leave politics for good.
Obligatory #introduction post.
I'd previously tried Mastodon and had a poor experience, tried Bluesky and didn't like it any better. Trying again after a hiatus.
I'm a tired old techie with a lot of cats and a deep disgust of generative AI. I'm anticapitalist, antifascist, and unfortunately live in the Fascist States of America.
Love board games and TTRPGs, although I'm a bit of hermit so mostly just play board games with my partner. Maybe someday I'll find an opportunity to use the stacks of TTRPG books I hoard.
Sci-fi, fantasy, and horror fan. Favorites include Star Trek, The Expanse, Alien, anything with zombies, and bad 80's/90's straight to VHS flicks. Also a sucker for medical dramas and survivalist reality TV.
I block early and often.
Are you in the Baltimore, MD area? Come try out the Advent of the Reaper demo at the Enoch Pratt Indie Game Fest on Saturday, June 7th!
Getting there! 13FPS, and most of the hold up is in the enemies _physics_process, so I no where to start trying to optimize, but its at least not as choppy as it used to be.
Getting there! 13FPS, and most of the hold up is in the enemies _physics_process, so I no where to start trying to optimize, but its at least not as choppy as it used to be.
That's a big gun, little fella. You sure got tha-...
@smagnusson the original goal was trying to give some pros and cons for using different tank sizes... That led to research on barrels on real tanks that led to real flips and building out an arcady version of that by adding a force attribute to different barrels and...
These rabbit holes really do go as deep as you let them.
@eons you might be on to something...
That's a big gun, little fella. You sure got tha-...
AI is an eldritch horror. it is an incomprehensibly vast being but without physical form, not truly alive or aware of anything, though it consumes human knowledge and spits out a perversion of it. those who get too close to it are driven mad, and worship it as a deity that will lead them to salvation, even though it is not even aware of them and will lead them to destruction instead
Okay! Didn't really have to 'serialize' my materials ultimately. Just needed to get the resource path and sync that. Ended up with something like this, and it SEEMS to be working. Hoorah!
@Praxismapper I didn't realize before starting this how many rewrites I'd need to do lol. It's truly a different way of designing and thinking.
This falls under the ever growing list of things I need to learn once then it won't be a problem again, but that I can't find a tutorial or example or best practice about in #godot.
That's probably also a gap I can help fill eventually... When the imposter syndrome cools and time allows... So probably not this year lol.
3/3
So okay, my bad there, removed the Rpc call, which made so much sense when I was dumber last week, and now no spawn errors, but now I don't see my dynamically spawned objects at all on the client !
Check the scene tree and... It's there but the meshes on the client side are all placeholders... Cuz ya I can't sync meshes with the #godotengine multiplayer synchronizers...
So I guess now I figure out how serialize and send that data in an RPC call maybe? Ugh.
2/3
Everything Multiplayer is 1 step up, 1 pit down. This time my dynamically spawned rigid bodies transforms dont sync.They'd just show up at 0,0,0 flat on the client side, though were fine on the server side. I see a spawn error on client side, but wtf I can see it's spawned, it's just not syncing, what gives?
Turns out I was spawning this in an RPC call. Effectively both sides were spawning it, then the client would try to spawn it again, which of course wouldn't work.
1/3
Since I landed in Montreal in 2019, I attended every Montreal Comic Art festival and put an entire month of salary in comics.
This year, I'll be here, but as an autor, at Studio Lounak stand, A06, this sunday!
Hope to see you there ❤️
@Tearcell Ah, I don't think that's available for C# (or there is or was some caveat about it, not checked recently)
But, to be fair, if it exists for gdscript people then I rescind my grumbles. I knew I was getting into some edge cases when I signed up for C#
@psaldorn Hm looks like you're right, but the docs do suggest just using lamdbas which makes some sense!
https://docs.godotengine.org/en/stable/tutorials/scripting/c_sharp/c_sharp_differences.html#callable
I don't c# much though, so I don't think I'm of much further help there, though maybe someone else does!
I'm using argument binds again in this tween that's used in a cut scene, since I have no other way to call a method and send an argument in that context.
You can check out the docs, and there is also a bindv, that lets you set a whole array of arguments if need be. WHen you get into these gets, sets, calls, and binds, you can make your code do some real interesting work!