@__danbo -it easily adjustable, some programming language features are traps that end up making the code more verbose and hard to edit small parts, it always ends in a mess for me
@__danbo Have you or other devs figured out ergonomic way to code stg levels (enemy spawns)? You need so many features like custom paths or behavior adjustable for each spawn, procedural code is handy for spawning popcorn formations using for loops, relative timings and positions to make-
@ninomaeinanis Could you please try increasing video bitrate in OBS settings to 10k or 15k? Seems like you have it set quite lower since the video quality drops a lot in games like this.
@reduzio My wording was a bit misleading it seems, I don't mean using image as collider but AABBs snapped to integers, godot collisions have the float margin which makes collider bigger by 1pixel (16x16 crate doesn't fit into 16x16 hole) when using a system like https://t.co/oVACxzpkM4
@reduzio Are pixel perfect (integer) collision/intersection checks possible in Godot? Currently a 16x16 pixel collider does not fit into a 16x16 pixel gap since collision margin can't be zero
@slowbroke How do you do it? Brute force vec3 rgb distance for all colors in palette and replace original color with closest one? Wondering if there is more efficient method, this one is pretty slow for more colors.
@lokijki Thanks for the video! There's some more interesting stuff later on like shooting and pushing blocks but this was nice anyway, on the level you stopped you could just take out one phantom, dash back to platform and repeat this 3 times, thanks either way!