krow

joined 3 years ago
[–] krow@lemmy.world 2 points 3 weeks ago

ive sunk almost 100 hours into Inscryption (deck building roguelike)

[–] krow@lemmy.world 2 points 1 month ago

yea honestly JaN0h4ck's advice by moving the input check into is probably what you'd want to have a crack into trying otherwise for cleaning up code I would recommend 100% using Godot's actions so instead of doing an if statement for checking InputEventMouseButton and if its pressed or not and then checking the button index, just use an event.is_action_[pressed/released], or you check if the event is an action type and then call a separate function passing the event in to check the action just to make your _input function a little cleaner by only having the logic for the non button events happening in there

also considering how much youre calling camera.get_global_mouse_position() and whatnot, I feel like you may as well just set a variable at the top of the func for it, having the space for that would also help if you were to look into any other "mouse" position stuff such as touch screen inputs or virtual pointers from a controller

[–] krow@lemmy.world 13 points 1 month ago (6 children)

recommend using godot's action system instead of checking for specific button inputs https://docs.godotengine.org/en/stable/getting_started/first_3d_game/02.player_input.html#creating-input-actions since it can more easily allow for controller support and remapping, unless there's a reason you are checking for specific keys? also is there a reason to using _unhandled_input() over _input()? Otherwise I would also recommend moving some of this logic into separate functions as a start

[–] krow@lemmy.world 4 points 1 month ago

damn thougt this was a picture of a screw lmao

[–] krow@lemmy.world 3 points 2 months ago

from the looks of it the apple arkit is stuck on godot 3 othereise the google arcore plugin mostly works.... it does have some issues but if youre fine with landscape mode and no image tracking you should be g, the pr draft on their github does have support for portrait mode as well as plane and image tracking but doesnt work properly after 4.4.1

[–] krow@lemmy.world 1 points 3 months ago

damn wish I knew about that xr jam sooner, two days late now!

[–] krow@lemmy.world 2 points 4 months ago

theyre just trying to make it sound right :^)

[–] krow@lemmy.world 3 points 4 months ago

my uni did offer student access to aws and azure, however these were limited such as only having like 100 bucks in credit, youd usually only also get this if you were enrolled into the respective units such as a cloud computing class

[–] krow@lemmy.world 7 points 5 months ago

yea Im just seeing a corrupted image, are you able to resend the image in the comments or something?

 

I'm assuming I am allowed questions here? Haven't posted much on lemmy.

I'm wanting to make a small project with support for both playing on a desktop with mouse and keyboard as well as playing on oculus quest 2. Since the project settings include a checkbox for OpenXr I'm wondering if that needs to be turned off for building for nonvr, if its fine to leave enabled or if there is some export preset stuff I can do?

Unrelated question but are there any lemmy communities for showing off games we make from game jams? Did see a game jam community that had links to game jams themselves that hasnt been active in a while

[–] krow@lemmy.world 1 points 6 months ago

will have to try out the new csv localisation stuff

[–] krow@lemmy.world 2 points 6 months ago (1 children)

I havent used peer tube before but it sounds interesting, where would you reccomend I starting looking into it? I assume it has seperate instances like lemmy does?

[–] krow@lemmy.world 7 points 7 months ago (2 children)

fill in some fuckin potholes

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