Aquileo | Fizz on Alphapuggle PieFedhttps://piefed.alphapuggle.dev/c/fizz@lemmy.nz/feedhttp://www.rssboard.org/rss-specificationpython-feedgen/static/media/users/kC/Qj/kCQjogwXwMaJYoc.jpgAquileo | Fizz on Alphapuggle PieFedhttps://piefed.alphapuggle.dev/c/fizz@lemmy.nz/feedenMon, 03 Aug 2026 20:16:46 +0000Aquileo | How do I run two programs in the same Lutris instance?https://piefed.alphapuggle.dev/c/linux_gaming/p/212422/how-do-i-run-two-programs-in-the-same-lutris-instance<p>I’m using lutris to run Guild Wars and I’d also like to run guild wars toolbox which needs to be run after guild wars has already started.</p> <p>I tried running guild wars and toolbox as different lutris installs but toolbox cant see the guild wars process.</p> <p>Does anyone know how this can be done?</p>https://lemmy.nz/post/31491297Sat, 06 Dec 2025 21:20:04 +0000Aquileo | How do I manage multiple sprites on a character efficiently?https://piefed.alphapuggle.dev/c/godot/p/363838/how-do-i-manage-multiple-sprites-on-a-character-efficiently<p>I have a characterbody2d and I want to display the equipment being worn. So this equipment would need to be swapped around during game play.</p> <p>I currently am using several sprites layered. How is best to handle this situation? </p>https://lemmy.nz/post/36615740Fri, 17 Apr 2026 11:42:10 +0000Aquileo | 🔥 DARN. 🔥 - Uncle Danehttps://piefed.alphapuggle.dev/c/tf2/p/411119/darn-uncle-dane<p>New to TF2 and just saw this video. The amount of effort that went into this is staggering and it came out so well. I love the tf2 video making community and the effort that goes into their content.</p>https://lemmy.nz/post/1251549Tue, 21 Apr 2026 01:49:47 +0000Aquileo | Why does it seem like peertube instances hardly federate?https://piefed.alphapuggle.dev/c/peertube/p/413324/why-does-it-seem-like-peertube-instances-hardly-federate<p>I’ve tried a few peertube instances, peertubenz tilvids, makertube and a few others. I always run into a problem that I dont experience on mastodon or lemmy. I will follow a link and I will try and subscribe to that person from my peertube account and I wont be able to because whatever peertube instance im on doesnt federate. </p> <p>I get not wanting to federate with every random server but I would have expected a decent network to have formed. </p> <p>Maybe I have just been signing up to the wrong instances or am doing something wrong. </p>https://lemmy.nz/post/27171541Tue, 21 Apr 2026 02:12:39 +0000Aquileo | STREETBEEFS | PA HITMAN vs WARRENhttps://piefed.alphapuggle.dev/c/mma/p/418307/streetbeefs-pa-hitman-vs-warrenhttps://lemmy.nz/post/912747Tue, 21 Apr 2026 03:03:18 +0000Aquileo | UFC 290 - Post fight discussion threadhttps://piefed.alphapuggle.dev/c/mma/p/418308/ufc-290-post-fight-discussion-threadhttps://lemmy.nz/post/315249Tue, 21 Apr 2026 03:03:18 +0000Aquileo | How can I get variables from a gd script? - Solvedhttps://piefed.alphapuggle.dev/c/godot@programming.dev/p/431651/how-can-i-get-variables-from-a-gd-script<p>Edit: ah i was reading an old doc because the reddit comment I saw was 6 years old. The property is get_property_list()</p> <p>I have a script that is a global it contains a bunch of dictionaries that describe items. I need a way to get a list of the different types. </p> <p>Searching for solutions I found <a href="https://docs.godotengine.org/en/3.2/classes/class_script.html#class-script-method-get-script-property-list" rel="nofollow ugc" target="_blank">https://docs.godotengine.org/en/3.2/classes/class_script.html#class-script-method-get-script-property-list</a></p> <p>but I cant seem to get it working. Godot says “Function “get_script_property_list()” not found in base self”</p> <p>Example of the what im trying to get a list of</p> <pre><code>var tile_dict_grass = { "name": "grass", "source": 1, "atlas": Vector2i(1,0), "move_speed": 0.80, "path_cost": 2, "fertility": 1, "cleanliness": 1.5, "flammability": 0.60, "build_categories": "all", "solid": false } var tile_dict_rich_soil = { "name": "rich soil", "source": 1, "atlas": Vector2i(1,0), "move_speed": 0.80, "path_cost": 2, "fertility": 1.4, "cleanliness": -1.0, "flammability": 0.0, "build_categories": "all", "solid": false } </code></pre> <p>How im trying to get it. </p> <pre><code>func get_tile_dict(): var property_list = self.get_script_property_list() var tile_list = [] for attr in dir(self): if attr.startswith('tile_dict'): value = getattr(self, attr) tile_list.append(value) return tile_list </code></pre>https://lemmy.nz/post/37164878Sat, 02 May 2026 11:19:27 +0000Aquileo | How do people handle keyboard and mouse Input?https://piefed.alphapuggle.dev/c/godot@programming.dev/p/442675/how-do-people-handle-keyboard-and-mouse-input<p>I am working on the input and it feels like its getting out of hand. I wanted to check in with people and see how people structure their input handling. </p> <p>Currently I have 1 function <em>unhandled</em>unput(event) and inside there I have a ton of elif statements trying to handle every possible situation and event. Its manageable at the moment but I only have like 4 events so its going to get very out of hand if I continue. </p> <p>I need to have 100s of these events based on whats selected and what mouse/keyboard buttons are being pressed and I need some way to resuse the actions.</p> <details><summary>spoiler</summary><div class="spoiler_block symmetric"> <pre><code>func _unhandled_input(event): if event is InputEventMouseButton and event.pressed: if event.button_index == MOUSE_BUTTON_RIGHT: clear_selection() gui.queue_redraw() get_viewport().set_input_as_handled() return if selected_item == "colonist": #broken if event is InputEventKey: if event.OS.get_keycode_string() == "r": for colonist in selected_group: colonist.set_state("DRAFT") get_viewport().set_input_as_handled() gui.queue_redraw() #nothing selected dragbox to select things and single click to select things - does not work at the moment elif selected_type == "" or selected_type == "basic": if is_dragging and event is InputEventMouseMotion: drag_end = camera.get_global_mouse_position() cam_drag_end= get_viewport().get_mouse_position() get_selection(drag_start, drag_end) gui.queue_redraw() get_viewport().set_input_as_handled() return elif event is InputEventMouseButton and not event.pressed: is_dragging = false gui.queue_redraw() drag_start = null drag_end = null get_viewport().set_input_as_handled() return elif event is InputEventMouseButton and event.pressed: if event.button_index == MOUSE_BUTTON_LEFT: selected_type = "basic" is_dragging = true drag_start = camera.get_global_mouse_position() cam_drag_start = get_viewport().get_mouse_position() gui.queue_redraw() get_viewport().set_input_as_handled() return #command flow for dragging a selection box elif selected_type == "command": if selected_item == "structure_dict_growing": if is_dragging and event is InputEventMouseMotion: var grid_pos = tilemap.local_to_map(camera.get_global_mouse_position()) var local_pos = tilemap.map_to_local(grid_pos) drag_end = local_pos + Vector2(32, 32) cam_drag_end = get_viewport().get_mouse_position() gui.queue_redraw() get_viewport().set_input_as_handled() return elif event is InputEventMouseButton and not event.pressed: if event.button_index == MOUSE_BUTTON_LEFT: is_dragging = false gui.queue_redraw() get_viewport().set_input_as_handled() MessageBus.rpc_id(1, "request_zone_growing", selected_item ,drag_start, drag_end, multiplayer.get_unique_id()) drag_start = null drag_end = null return elif event is InputEventMouseButton and event.pressed: if event.button_index == MOUSE_BUTTON_LEFT: is_dragging = true #to snap to grid var grid_pos = tilemap.local_to_map(camera.get_global_mouse_position()) var local_pos = tilemap.map_to_local(grid_pos) drag_start = local_pos - Vector2(32, 32) cam_drag_start = get_viewport().get_mouse_position() #this is broken cbf fixing maybe one day after selection is working gui.queue_redraw() get_viewport().set_input_as_handled() return elif selected_type == "floor": if event is InputEventMouseButton and event.pressed: if event.button_index == MOUSE_BUTTON_LEFT: var global_mouse_pos = camera.get_global_mouse_position() var grid_pos = tilemap.local_to_map(global_mouse_pos) if selected_item == "": return MessageBus.rpc_id(1, "request_build_floor", selected_item, grid_pos, multiplayer.get_unique_id()) get_viewport().set_input_as_handled() return elif selected_type == "building": if event is InputEventMouseButton and event.pressed: if event.button_index == MOUSE_BUTTON_LEFT: var global_mouse_pos = camera.get_global_mouse_position() var grid_pos = tilemap.local_to_map(global_mouse_pos) if selected_item == "": return MessageBus.rpc_id(1, "request_build_structure", selected_item, grid_pos, multiplayer.get_unique_id()) get_viewport().set_input_as_handled() return </code></pre> </div></details>https://lemmy.nz/post/37529022Tue, 12 May 2026 09:06:49 +0000Aquileo | Help suggest a data structure to hold objects so I can quickly look for the object by Keyshttps://piefed.alphapuggle.dev/c/learn_programming@programming.dev/p/456771/help-suggest-a-data-structure-to-hold-objects-so-i-can-quickly-look-for-the-ob<p>I want to preface this by saying that I think I got cooked by AI here.</p> <p>I have a game where I am working on a job system. The job system has a job objects which I need to put into a data structure that can be searched via id, location, or work type. At first I was building with the mindset of “do whatever to solve this problem and make it work” but it became very hard to implement new features because I would break everything. So I started trying to think ahead and design ways of doing things that would handle all the different jobs and things.</p> <p>At first I put all jobs into an array and iterated through. Then I learned about dictionaries and started using them for way to many things and so i updated my job queue to be a dictionary with the Key as ID &gt; JobObj</p> <p>Then I decided to plan out the job system before writing anything and “do it properly”. I decided I needed to upgrade the data structure holding jobs because its a core part of the game and will be heavily interacted with. But I realized I only know array, dictionary and database, so I asked AI what data structure I should use and it suggested a nested dictionary.</p> <p>Now im using multiple dictionaries but im really hating it. Its hard for me to work with and conceptually im not sure I can visualize how its even working. </p> <p>How I am thinking about it is there is multiple layers of keys, 1st layer is work types, then once I find the work type it points to a dictionary of region IDs and that points to an array of jobs in the region.</p> <p>Job def is work type like Planting Region id: the map is broken down into region IDs so i dont have to check every tile and can limit seaching</p> <pre><code>#python var job_pool: Dictionary = {} func register(designation: DesignationObj) -&gt; void: var job_def = designation.job var region_id = designation.region_id if not job_pool.has(job_def): job_pool[job_def] = {} if not job_pool[job_def].has(region_id): job_pool[job_def][region_id] = [] job_pool[job_def][region_id].append(designation) </code></pre> <p>Here is how I am picturing it in my head.</p> <pre><code>var job_pool { "plants": { "1": { "job1" "job2" } "2": { "job3" } } "mining": { "1": { "job4" "job5" } } "hunting": { "5":{ "job12" } } } </code></pre> <p>But now I want to add ID look up into this im stuck and im thinking the entire structure does not work for what it needs to do. </p>https://lemmy.nz/post/37940029Sat, 23 May 2026 12:35:29 +0000Aquileo | How do I get help with programming structure?https://piefed.alphapuggle.dev/c/learn_programming@programming.dev/p/529884/how-do-i-get-help-with-programming-structure<p>I’m quite new to programming and my projects getting big by my own standards. When I go to add a new feature im really struggling to evaluate the different options how/where to add it and im getting overwhelmed to the point of not progressing. I find myself wanting to seek some generic guidance from someone whos experienced but I dont know what the right question is to even ask. I want to ask things like “how should I structure a project” or “What kind of patterns can I use to keep my project manageable” “what do I put in code comments”</p> <p>Practice and experience, but is there anything I can do to find the right direction to go to learn? I dont have the words to know what im even looking for at the moment I just have “pattern” like a design pattern and a notebook with a lot of boxes and arrows trying to plan out some kind of structure. I want to read something at least slightly relevant to game design and start trying to follow some tried and true guidance.</p> <p>I made this post because I wanted to ask about when to expand a class vs. create a new one. </p> <p>The example: I have a script (ResourceManager) that handles the resources on the game map it tracks loose items,items in storage, reserved items, delivery demand.</p> <p>I want to add a crafting bills. These bills will want similar things(to reserve items, to making delivery requests, checking resource stockpile and once available the bill activates) and I can reuse a lot of the logic if I just put it in the same place. But its kind of different crafting and management of resources but them am I going to make a new script for every new thing at some point I just got to put similar things together right. </p> <p>What kind of things should I be looking at when trying to evaluate these choices?</p>https://lemmy.nz/post/40408841Fri, 31 Jul 2026 12:37:23 +0000