[-] Smorty@lemmy.blahaj.zone 5 points 1 day ago

Age play zero!?

[-] Smorty@lemmy.blahaj.zone 2 points 1 day ago* (last edited 1 day ago)

I have once made some kind of grass shader using GPU instancing in Godot. Here is the vid. I feel that using and knowing Godot is a pretty useful tool to have if ya want to quickly whip up some UI design stuff and get a program out quickly and on many platforms at once. I've made some pretty bad game jams in the engine and it's really great.

EDIT: Here's some game I made in Godot about half a year ago. It's... an action adventure? A walk and talk game it is. And here's a 1:40 trailer I made for it

[-] Smorty@lemmy.blahaj.zone 3 points 1 day ago

I was more talking about what this meme refers to specifically. Is it the votings people gave? In some countries they were more right-leaning, like in France and Germany. Or am I missing something here?

Also I've never watched anything Marvel or DC or whatever, you know, the Spudermans of the world...

[-] Smorty@lemmy.blahaj.zone 15 points 1 day ago

The word Babbelbank is German and translates to bench on which to talk on or more specifically bench on which to vent on. It consists of the words babbeln (talking a lot / going bla blabla) and Bank (bench).

72
What if...? 🥰🥰🥰 (lemmy.blahaj.zone)

Photograph of a rainbow colored bench with the word Babbelbank written on it in white color. There are some femenine appearing cartoon people around the photograph and some heart symbols aswell as some female symbols. To the left of the bench there is a trashcan. The photograph has been visually altered to have a more pinkish tint aswell as having its colors normalized, resulting in a less overwhelming image. The text on the top and bottom reads What if we kissed on the Babbelbank. I hope these picture description actually get read by someone...

[-] Smorty@lemmy.blahaj.zone 2 points 1 day ago

As a transfem too, hell yeah!

[-] Smorty@lemmy.blahaj.zone 9 points 1 day ago

So water we talking about here?

[-] Smorty@lemmy.blahaj.zone 2 points 1 day ago

Well, are you somewhat good at graphic design?

[-] Smorty@lemmy.blahaj.zone 2 points 2 days ago

I guess recreating those cloud shaders would the hardest part. They look really god for running on a phone... The rest should mostly just be sculpting and modeling some fancy ground to walk on... And the amazing music obv... So maybe it's not tgatbeasy after all... Godot should make the cloud shaders easier, using their premade Voxel-volume renderer..

[-] Smorty@lemmy.blahaj.zone 2 points 2 days ago

Oh, I meant to say point... Yeah that's a typo. I wish some other studios could make similar games to ThatGameCompany

[-] Smorty@lemmy.blahaj.zone 4 points 2 days ago

Only 20-100 years? That's nothing. I thought it'd be more... I guess they last way longer in the ocean, cuz u know, water

[-] Smorty@lemmy.blahaj.zone 2 points 2 days ago

Aw yeah, Sky is so good... I too got stuck at some poi the, but that was at the end of the game so that was weird..

[-] Smorty@lemmy.blahaj.zone 2 points 2 days ago* (last edited 2 days ago)

I actually already saw your spinning PFP, I checked it out earlier :3 love it!

EDUT: Also why would there be a lust flag?

8
submitted 3 weeks ago* (last edited 3 weeks ago) by Smorty@lemmy.blahaj.zone to c/budgetaudiophile@lemmy.world

This is more of a general audio question, but still relevant I feel. I have had my HD 600 for about 5 years now and noticed channel imbalance sneaking in slowly. Now it is noticable, but not too bad just yet. I was hoping for more expensive headphones to not have these issues, but apparently I was wrong. Is this just something one has to get over, or is there some secret sauce to prevent this from happening?

I have now gone through some classic budget IEM recommendations as well and they have all had severe cases of channel imbalance in a very short timespan: Salnotes ZERO (about 3 months) Moondrop Chu (about 0.8 months) KZ ZSN Pro X (this one took 6 years to get channel imablance actually)

Will I just have to get new headphones now? I'm eyeing those Beyerdynamics everyone talks about (DT 770 pro).

EDIT: Also, I have found that it tends to be mostly the harsh frequencies which shift over to one side, so when adjusting the balance in some settings, it shifts all the other frequencies out of balance while fixing the 4000 - 8000 into the right position. Just something I observed.

63
Infinitely scalable boy <3 (lemmy.blahaj.zone)

Picture of the boykisser holding a pipe bomb infront of a pink and white checkered background. The text above says "You like converting boys into infinitely scalable vector files dont you?" In case anyone wants to use the svg boykisser, here you go I made him with Inkscape

10
submitted 1 month ago* (last edited 1 month ago) by Smorty@lemmy.blahaj.zone to c/rust@lemmy.ml

The autocompletion works (mostly) but for example Vec::new() doesn't highlight anything at all. I do get errors when not putting a semicolon, but things like passing too many arguments into the println macro doesn't throw an error. Or how shown in this example, it did not autocomplete the clone method, while also just accepting .clo; at the end of a String (it also didn't autocomplete "String"). In the video I show how it also gives me a recommendation for setting vec![] as a type, which doesn't make any sense. It only seems to a very limited selection of methods and some words I already used in the script. Is this how it's supposed to be, or do I have some very old version perhaps?

EDIT: Look in description for the fix

20
submitted 1 month ago* (last edited 1 month ago) by Smorty@lemmy.blahaj.zone to c/godot@programming.dev

I want to implement a threaded loading component into my game. I am currently saving all my settings and other level files as bytes externally (meaning not in the res:// folders), as I want to be able to export files and send them to others, so they can use them as well. There is the ResourceLoader.load_threaded_request() method, but that only returns Resources and not PackedByteArrays. As far as I can tell, there is only the FileAccess.get_file_as_bytes() method for importing byte files, which has to run in the main thread (and thus blocking it until the load is complete). Does someone know if I am missing some method here?

EDIT: I have put my fix for this into the comments

27

I have been trying to make receiving file paths really easy, with this method in an autoload:

func file_dialog_path(extentions:PackedStringArray = [], dialog_type:FileDialog.FileMode = FileDialog.FileMode.FILE_MODE_OPEN_FILE) -> String:
	var new_dialog:FileDialog = FileDialog.new()
	new_dialog.min_size = Vector2i(400, 400)
	new_dialog.access = FileDialog.ACCESS_FILESYSTEM
	new_dialog.file_mode = dialog_type
	for i in extentions:
		new_dialog.add_filter(i)
	get_tree().current_scene.add_child(new_dialog)
	new_dialog.popup_centered()
	var file_path:String = ""
	new_dialog.file_selected.connect( func receive_path(path:String):
		file_path = path
		print("file path from within the signal: ", path)
		return path)
	file_path = await new_dialog.files_selected
	print("this is the file now", file_path)
	
	#while file_path == "":
		#await get_tree().create_timer(0.1)
	return file_path

I commented out the while loop, as it froze the entire game when I do this.

I have tried this many times now, but the method always seems to get stuck somewhere. Right now, it gets stuck in the "receive path" function, where it will print the path, but not actually return. I am receiving the output from the file_dialog_path method like this:

var file:String = await file_dialog_path(["*.mml"], FileDialog.FileMode.FILE_MODE_SAVE_FILE)
print("This is the filepath for our level ", file)

Could anyone help me with this? The best idea I have right now would be to let that commented while loop run on a thread, but that seems unneccessarily difficult for such a simple problem.

63
Getting a rule mask <3 (lemmy.blahaj.zone)

Screenshot of various amazon listings of eye masks for sleeping. They all have cutesy kidish design. One of them stands out, as it is not a cute eye mask for sleeping, but a blindfold marked as sexy with a view from a womans back wearing it. The unfitting blindfold is meant to be interpreted as being funny. Please find it funny.

161

Description: Microsoft ad with a man on the right doing a hand sign associated with star trek and wearing a white t-shirt and black glasses with thick borders. On the left the text reads white on black " Resistance is futile - get AI-ready with Azure" Blue button says "learn more".

7

I am trying to install Astro Vim and after installation, I get prompted with a big block of lua errors. I asked some chatbot for what this might mean and it said that it's probably due to an outdated version of nvim... I got the latest 0.10.0 stable. Does someone know on why this might be happening? I get a very similar error when installing nvchad. Here is the output from nvim once I open it

Error detected while processing /home/marty/.config/nvim/init.lua:
E5113: Error while calling lua chunk: vim/_init_packages.lua:0: module 'vim.uri' not found:
        no field package.preload['vim.uri']
        no file './vim/uri.lua'
        no file '/home/runner/work/neovim/neovim/.deps/usr/share/luajit-2.1/vim/uri.lua'
        no file '/usr/local/share/lua/5.1/vim/uri.lua'
        no file '/usr/local/share/lua/5.1/vim/uri/init.lua'
        no file '/home/runner/work/neovim/neovim/.deps/usr/share/lua/5.1/vim/uri.lua'
        no file '/home/runner/work/neovim/neovim/.deps/usr/share/lua/5.1/vim/uri/init.lua'
        no file './vim/uri.so'
        no file '/usr/local/lib/lua/5.1/vim/uri.so'
        no file '/home/runner/work/neovim/neovim/.deps/usr/lib/lua/5.1/vim/uri.so'
        no file '/usr/local/lib/lua/5.1/loadall.so'
        no file './vim.so'
        no file '/usr/local/lib/lua/5.1/vim.so'
        no file '/home/runner/work/neovim/neovim/.deps/usr/lib/lua/5.1/vim.so'
        no file '/usr/local/lib/lua/5.1/loadall.so'
stack traceback:
        [C]: in function 'require'
        vim/_init_packages.lua: in function '__index'
        vim/loader.lua: in function <vim/loader.lua:0>
        [C]: at 0x5586658aa190
        [C]: in function 'require'
        vim/_init_packages.lua: in function '__index'
        ...marty/.local/share/nvim/lazy/lazy.nvim/lua/lazy/init.lua:61: in function 'setup'
        /home/marty/.config/nvim/lua/lazy_setup.lua:1: in main chunk
        [C]: in function 'require'
        /home/marty/.config/nvim/init.lua:18: in main chunk
E484: Can't open file /usr/local/share/nvim/syntax/syntax.vim
17
I made an SDF Control Tool (files.catbox.moe)
submitted 1 month ago* (last edited 1 month ago) by Smorty@lemmy.blahaj.zone to c/godot@programming.dev

I made a Node which allows for very quick coloring and animating of signed distance field textures. In the linked video, a short demo shows what one can do with this Node and some signed distance field textures. Here is a little tour of the usage of the Node. Should I put it on the asset library, or is this kind of stuff too specific to be useful?

4
23

I didn't make any changes in the project settings or something, but I did change some GDScript. After I did that, every time I open a different scene in the scene dock the Engine crashes. This right here is the backtrace:

================================================================
handle_crash: Program crashed with signal 11
Engine version: Godot Engine v4.2.2.stable.official (15073afe3856abd2aa1622492fe50026c7d63dc1)
Dumping the backtrace. Please include this when reporting the bug to the project developer.
[1] /lib/x86_64-linux-gnu/libc.so.6(+0x3c050) [0x7fbfbac9c050] (??:0)
[2] godot::SceneTree::get_edited_scene_root() const (??:0)
[3] OrchestratorMainView::_on_scene_tab_changed(int) (??:0)
[4] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x3b38b48] (??:0)
[5] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x3ba02d0] (??:0)
[6] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x15aca36] (??:0)
[7] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x3ba02d0] (??:0)
[8] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x2391ef6] (??:0)
[9] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x23a255d] (??:0)
[10] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x20cdda5] (??:0)
[11] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x2126a2e] (??:0)
[12] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x212884e] (??:0)
[13] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x21376e9] (??:0)
[14] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x420ac0e] (??:0)
[15] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x493d3f] (??:0)
[16] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x3963f82] (??:0)
[17] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x396575f] (??:0)
[18] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x497bfd] (??:0)
[19] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x41e8a6] (??:0)
[20] /lib/x86_64-linux-gnu/libc.so.6(+0x2724a) [0x7fbfbac8724a] (??:0)
[21] /lib/x86_64-linux-gnu/libc.so.6(__libc_start_main+0x85) [0x7fbfbac87305] (??:0)
[22] /home/marty/Schreibtisch/Godot_v4.2.2-stable_linux.x86_64() [0x42a59a] (??:0)
-- END OF BACKTRACE --
================================================================

I can also share the project files if that would be useful (I plan on open-sourcing it either way). I am using Debain 12 (GNU/Linux) using Gnome. In the backtrace I used Godot 4.2.2, but until just now where the crashes set in, I was using the latest Godot 4.3 dev6 build. So these crashes don't occur because of the dev builds.

view more: next ›

Smorty

joined 1 year ago