Ace Dragon

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Ace Dragon
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  • @Schuster said: Thanks @Ace Dragon I tried 3.1alpha4 /alpha5 and Calinou's build but for me it's the same.....no increase fps....bridge scene has 27-28(window mode) fps in the editor play mode and run without editor 29 - 35 fps (window mode…
  • I'm not well versed on the 2D side so bear with me. I think it is possible to have shaders that multiply the color behind it (for things like dimming effects). I'm not sure how this would work for a tile-map other than having a far more simplistic …
  • If you lerp using transforms instead of eulers or quaternions, then any delayed rotation should behave correctly. GDscript has a number of functions to help you work with them. The reason why the "long way" is taken at times is because of how the v…
  • Your buildbot did that build at this commit here. https://github.com/godotengine/godot/commit/29fd942dd6e6851014da8d3da9a7fcdca2921781 It should be noted that this is after Beta 5 official was released. I also don't know which commit suddenly sped…
  • Another update, it turns out the major performance problem I've seen having was likely a Godot bug (because no amount of code optimization fixed it). A recent commit means the newest Godot daily build has my game running at 60 FPS on complex levels…
  • Try your shooting game again in a the latest daily Godot build (from Calinou's site). I'm not sure what happened, but a major performance issue that held a game level of mine at 8 FPS was eliminated. Now my game level runs at 60 FPS.
  • An update, no new builds yet though. I've been spending the last week trying to optimize the scripts for my game. Some of it may be my own inefficient coding practices and notable holes in GDscript knowledge revealed when I took a look at some of G…
  • C# is seeing a slow stream of improvements come in. Neikeq is the guy committing code and merging patches related to it, you can follow his work here. https://github.com/godotengine/godot/commits?author=neikeq
  • The original plan was to get 3.1 out at the end of January, but all of the issues that people were reporting ensured it wouldn't be the case. It's FOSS, any suggested deadline is just that, a suggestion. Keep in mind that Blender releases are often…
  • The custom Blender exporter is already usable in a few cases. https://github.com/godotengine/godot-blender-exporter There's also a (rather limited) branch for 2.8 you can download, but it shouldn't be used in production yet.
  • It could be an issue with Mixamo's exporter, as the Better Collada addon used with Blender sends meshes that do have the materials in the right places. A number of commercial apps. simply do not prioritize having an awesome Collada exporter the sam…
  • @NeoD said: Me too I wonder why many proprietary tools are so heavyweight. For starters, many commercial tools come with a huge amount of assets and make heavy use of external API's (in which those libraries can add hundreds of megabytes to …
  • Some good news on the graphics front. I finally figured out the trick to make GI probes work, and this is an example of the results. Now I can have a good quality mix of exterior and interior lighting without having to abuse reflection probes (d…
  • @Ebenezer said: I am wondering if the size of godot 3.1 will be more between 40mb - 60mb or even more. Do anyone have an idea about it's size? Even if Godot was 100 megs, the size would be peanuts compared to the amount of data you download …
  • I've been enjoying the benefits of the new stuff for a while now (thanks to Calinou's daily builds). 3.1 is currently shaping up to be a pretty good release on part with version 3, though it took a while to get there. I definitely wouldn't mind mor…
  • This is starting to look pretty good, hope you can flesh this out into a full game. The mechanics look polished and the FPS looks rather decent.
  • @DiegoBM said: Thank you for your reply Ace Dragon. I was of course expecting Unreal to be way ahead of Godot in terms of default visual appearance, but I was surprised when it was also the case for Xenko (maybe still not that surprising consi…
  • Godot doesn't do filmic tonemapping by default. However, the world settings allow you to change the grading to a filmic curve for a more realistic look. It is true though that Godot's 3D is behind the major engines, but there is a focus on the 3D s…
  • Another possible culprit people have pointed to is an overly-paranoid anti-virus program. They can actually cause software to not run correctly because they interfere with the process to make sure it isn't a virus. Anyway, I'm on a fairly recent bu…
  • I have not used Timer nodes myself Timer nodes are easy to use once you know how they work. You set the time in seconds and you can attach a signal to the object's script when the time is up. If they are active and "one shot" isn't on, they wi…
  • A sprite editor would be nice, but it would be a sizable development project if you want something fully usable (so it will definitely not be in the upcoming 3.1 release). Even GameMaker's sprite editor was rather basic for years before the purchas…
  • Played through. Overall, a cute little game befitting the Christmas season. I like how the music just cuts out during the more difficult fire sections.
  • How does your file structure look? When you created the project in the Godot project list, did you tell the engine to create it in a folder made just for the game? If you have a typical project structure (ie. the .project file in the top level of …
  • I got to the hub world and tried out the other levels. I don't know if there is supposed to be a bit of a delay in the transition screen, but if there is it could be a bit shorter. Anyway, back to the controls, one might briefly get the impression…
  • Graphics - Decent Mechanics - Quite polished, the guy rotates and follows slopes very well, no bugs I can think of. Presentation - Obviously a WIP, conclusions can't be made yet Controls - I kept expecting to use the 'enter' key to read the signs (…
  • Guess what the mechanic for this level will be? This game isn't dead, but I can only work on one game at a time, and I can't do it while Blender images are rendering. A hint, the ball is mobile, but you still can't "lose" if it falls out of the …
  • There's a good reason now to reconsider the idea of trying to generate crypto-currency. The value of coin from Bitcoin to Etherium are crashing and many mining farms have gone out of business. You will end up losing money once the electric bill is …
  • Version 0.12. Not a lot of changes in this version, but it does have the start of Level 4 and a working GUI for graphics options and the Credits. The Options mode in the Main Menu currently allows you to disable Anti-aliasing, disable lamp shadows…
  • Options to tone down a few of the graphical bells and whistles will come in a later version, something I have already done in my other project. How soon depends on how I balance the game creation hobby with my other interest in making art.
  • At long last, I found time to get a new update pushed out. Proper pre-release versioning now (0.11). Level 3 about done, spikes galore and large indoor areas More work to make the camera less crappy in tighter areas (which was needed to make level…