[โ€“] [S] 2 points 2 months ago

It's documented behavior rather than a bug, but it's easy to miss because the doc lives on a different class than the one people call.

The nasty part is what happens when the cap hits. Per the docs, the search / resets and builds a path from the start polygon to the polygon that was found closest to the target position so far. So you don't get an empty path or an error you get a plausible-looking path that ends short. That reads exactly like a disconnected island.

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  • [โ€“] 2 points 2 months ago

    I've been working on a game for like 8 months and it took like 6 months just to first finish all the 3d models. You're going to need to share with me how the hell you made everything in a week lol. Good job.

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  • [โ€“] 6 points 3 months ago (1 child)

    First of all, congratulations! Releasing a game is no easy feat, and I hope you're proud of what you've achieved.

    But just a note on marketing: This is a very text/image heavy platform where there's a good chance people can't watch a video so easily, such as being on data or in a shared space. Adding a text description of what your game is (and what makes it fun!) would go a long way for people who have never heard of it before... like me!

    Additionally your steam link is to an announcement that appears to be identical to what you've already written here. Swapping it out for the direct store page link would go a long way. I know it seems silly, but a lot of people skip over something they might have loved due to the smallest bit of friction!

    I wish you the smoothest release!

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  • [โ€“] [S] 4 points 3 months ago (1 child)

    @onlinepersona i see what you mean now, it is not an obs plugin directly no. I do not enjoy web dev so using the browser plugin source is a no from me. Idk if running Godot is less resource intensive, performance is not really something I'm worrying about at this stage though it will be later.It is open source in the sense that the source code is openly available, however it is a personal project, it doesn't have a pretty README or documentation about how to use it, and I make 0 promises about fixing open issues/merging prs. If you wanna look anyway it's here:codeberg.org/ky-bean/show-beans

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  • [โ€“] 2 points 3 months ago (2 children)

    So it *is* an overlay for OBS, not totally sure what you mean there.

    It's possible to make plugins for OBS that run in it. Animations and things then happen within OBS itself. It allows you to make new transitions and play animations and such. There's existing plugins that embed a browser with CEF, so you can put a div at a certain location, put in an image, and then remove it again with JS and CSS.

    But, I imagine doing with godot is also less resource intensive than running a full browser. Is yours opensource?

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  • [โ€“] 3 points 3 months ago

    Ayyyyy nice work!

    I've actually been working on a stream overlay too! Mine doesn't include the chat, because I'm pretty happy with what I already have, but I'm currently in the middle of moving all my stuff from streamerbot-triggered OBS sources/filters to a streamerbot-triggered Godot overlay hahaha. It sounds silly but it's cleaned up so much clutter in OBS, and my actions in streamerbot are a lot tidier and easier to manage too. I'm also hoping it'll improve performance, because my previous setup had quite a few nested scenes to make things work.

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  • [โ€“] [S] 8 points 3 months ago (3 children)

    @onlinepersona Yes, the exported app will be fullscreen transparent and be captured by OBS. So it is an overlay for OBS, not totally sure what you mean there.I made my own app bc I don't like the other overlay suites I've tried and wanted something tailored to my needs and wants, and making it myself is how I achieved that.

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  • [โ€“] 4 points 3 months ago

    Yes. Resources are what's know as a "reference type", just like nodes are, and even when you use dictionaries in code. Multiple places can point to the same resource, node or dictionary, and changing a property on it will reflect that change anywhere it is referenced.

    For resources this often makes sense, because there are a lot of cases where you want that behavior. For example if you have a background texture that's reused across all buttons (plus an icon that's unique). Maybe down the line you want to update the background texture and have that reflect on all buttons. Then you don't have to go through all your buttons and individually update them.

    Reuse also has implications for performance and storage / memory used, but optimization shouldn't concern you as much at this point.

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  • [โ€“] 5 points 3 months ago (2 children)

    I believe it's the icon_rect.texture that is shared across all buttons? In the inspector, select "Local to Scene" for that texture. It'll ensure to create unique copies for each instance of the scene.

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