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been messing with doors to make it so players must be facing the correct direction to use them, made this handy guide which is extremely compressed to save space
will be added with alpha 5 push. decided to expand alpha 5 scope to include:
1) improved doors (in progress)
2) objects separated into own instanced scenes
3) character shading (HEAVY MAYBE)
in regards to character shading, I'm not sure if it'll even be possible. my idea is to read the pixels below the character and average their brightness. if it's below a certain point, the model will be darkened. This would allow the character to be accurately shaded depending on if its in the dark or the light. Not really sure how i'd accomplish this, any godot user on fedi please help (nonexistent)
after that I gotta face reality and learn how to make inventory and items
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@naenaegod @liam you can remove the radtodeg() and simply divide the angle by pi/4, just set pi/4 as a constant somewhere earlier in the code
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@liam I didn't decide the numbers, my spaghetti code did for me. I just used some calculation @azrez helped me figure out to convert the velocity vector into a number I could if statement against
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@naenaegod What do the red numbers represent?
If it's numeric navigation, have you considered doing it "keypad-style"? i.e. 1=Southwest, 8=North, etc.
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@azrez Im pretty sure you told me that when I first ddid it and it either didnt work or i chose not to because I ended up not doing it, might have to check again