Isn't it standard to use 3x4 until you actually need perspective, to save time on operations? I thought other engines did the same thing.
Isn't it standard to use 3x4 until you actually need perspective, to save time on operations? I thought other engines did the same thing.
Former digital commons advocate Joseph Gordon-Levitt was suckered by far-right lobbyists into attacking Section 230, and now claims his critics are "confused". Very disappointing. Is the ACLU also confused?
GameMaker provides more project structure, but is less flexible. Godot is more general-purpose, it just gives you an empty garage and all the parts in the hardware store, and you can build however you want. So it really depends on whether your project fits neatly into the GameMaker mold.
Unity's Components are objects too, just hidden in the hierarchy. In Godot, components are nodes that influence the parent node. So the way to do multiple scripts is with plain Node children as script containers. But I do wish Godot had a "Script Node" with Unity's magic "this" context.
TIL the term "Europid", which I assume is a kind of octopus swimming around on Jupiter's moon.
It says a lot about superhero comics that I'd never heard of Darwyn Cooke and his amazing work. Batman: The Animated Series really saved DC for a generation despite their best (and continuing) efforts.
Really neat to see indie horror games getting adapted into movies! Games have become the native medium of high-concept horror.
๐ฎ (But yeah, the enshittification has been ramping up ever since they went public last year.)
Dispatch is cool, but also weirdly terrified of sexual competition
That fascinating, I see the opposite, the higher contrast makes it easier to pick out the enemies (because of the sharp highlights), and if anything the low contrast version is more aesthetically "correct" for a situation where information didn't matter as much.
I'm thankful that you're thankful for so many different things, but maybe put them in a thread next time, instead of spamming my feed for 18 hours?
I think clothes dryers are the only common use of those outlets in homes. I added one in my garage for a large space heater, so I can occasionally work on a project in the winter.
We just have to wait for that first integer step, to 2x. Surely it's coming any day now.
If it's literally just the ending, that's usually an epilogue that's totally meaningless out of context anyway. Spoiler, all the Avengers become friends and eat dinner together.
Having visited, it makes perfect sense why they would film there. Albuquerque is like one of those fake cities they build in the desert to test bombs, but with Starbucks.
Seems like a hardware limitation. Zelda didn't attempt scrolling on the original GB, even though they had already done it on SNES. When Capcom made the Oracles games for GB Color using the same engine, they added scrolling.
Isn't a "social neighborhood" just an echo chamber? I don't want to avoid "misunderstandings" by being insulated from people with different backgrounds.
๐ฏ Looks like this was added in 4.5, and is on the Docs to-do list.
github.com/godotengine/...
Yeah, it also took me way too long to figure out where the magic conversion was happening. It would be nice if there was a linear_color hint, and maybe source_color should really be called srgb_color?
Where are you trying to drag it from? AFAIK you can only drag it from the FileSystem panel.
But wouldn't the behavior be exactly the same as if the revert button was clicked currently?
Ah, gotcha! So I guess what I'm asking is, do you think instancing a scene in another scene should also be changed, so the behaviors still match?
But they both duplicate the resource, I just tested it.
An inherited scene is just a scene with an instance as the root node, so shouldn't the behavior be consistent? Instancing a scene in the editor always duplicates local_to_scene resources.
I feel like people who grew up playing 2D platformers might have an advantage. I thought Path of Pain was surprisingly fair, but I have trouble with newfangled games that involve multiple shoulder buttons and clicking the thumbstick.
The perfectly boxy silhouette of the tiny player character from the game Hollow Knight.
The ambiguous silhouette of Hornet, an NPC and miniboss from Hollow Knight and player character in Silksong.
Silksong feels... about how I expected playing as a miniboss to feel. After several hours I still have no idea where the hitbox is.
Nice! I've been meaning to try out Rider since I heard they added a free non-commercial licence. Fleet seems really good too.
Not really understand, but appreciate maybe? It's not required, but it's sort of like asking if you can just play Portal 2, or Tears of the Kingdom. The first one is a purer, simpler version of the same idea, and the second one gets messy and goes places.
Scene is Scene and Prefab, Node is GameObject and Component, Baba is you!
This is also playable at #PaxEast, at the Boston Indie Game Developers booth!