안녕하세요. 셈틀체에 관심 보여주셔서 감사합니다. https://eastriverlee.itch.io/custom-payment 통해 차액 18(49.99-31.99)USD 결제 후 lee@eastriver.dev로 메일 한 통 보내주시면 해당 메일 주소로 줘봐요 버전 리딤주소 최대한 빨리 보내드리도록 하겠습니다.
eastriverlee
Creator of
Recent community posts
tl;dr
Customers cannot pay incrementally, so itch.io DLC feels broken and needs to be fixed.
intro
I’m sure you all know you can set item price individually. Let’s say I have two items:
- anger.jpg, which is the $1.00 base product,
- nod.gif which is accessible to those who pay more than $1.01.
anger.jpg($1.00)
nod.gif(minimum price $1.01)
problem
A customer pay $1.00 to get base product.
After a while, the customer liked the product so much, he decided to pay more to unlock nod.gif.
Since he did already paid $1.00 he wanted to pay $0.01 more,
but itch.io said $1.00 is the minimum payment amount.
He didn’t mind paying extra, so he paid $1.00 anyway.
And he got two anger.jpg.
conclusion
Please adopt incremental payment. I’m pretty sure this is holding some of itch.io sales.
안녕하세요 eyehint님! 구매해주셔서 감사드려요.
윈도우즈 대신 맥에서 PyCharm을 설치해 확인해봤는데요.
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Settings > Appearance & Behavior > Appearance 에서 Use custom font를 체크하고 semteulche로 변경
아마도 여기까지만 하신 게 아닐까 합니다. 하지만 이렇게만 하면 글꼴이 UI에서만 적용되는 듯해요.
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Settings > Editor > Font 에서 semteulche로 변경
하는 김에 Enable ligature(합자)도 체크했습니다. Typography Settings에서 너비나 굵기 등 보다 자세한 설정이 가능합니다.
여기까지 했을 때 셈틀체가 적용된 파이썬 코드를 확인할 수 있었습니다.
이후에도 문제가 생기면 언제든 말씀해 주세요. 좋은 하루 보내시길 바랍니다.
thank you! that's a good news to hear.
about question 2, maybe it's a bug, or maybe a godot engine's problem not of the plugin.
after a lot of stress tests, sometimes bones and mesh get separated and not in sync.
and I'm not sure if it's the same thing or not,
using boneMortor3D, once hit objects don't come back to their original positions (while targets didn't move).
or was it supposed to?
anyways, for my project, I think I figured out how to (or at least I'm on track):
I added my code in the video on 2:15, I will be more than glad if you get a hint to improve this plugin, just like your plugin did the same to me.
this is the main logic
have a nice day!
hello, thank you for the great plugin!
1. I know physics bones are in their early stages, but will it be possible for twisted bones and twisted physics bones be integrated, or synced together?
2. If I'm not wrong, problem of physics bones are they don't remember their original transform. maybe using interpolate_with function will bring recovery of bones' original states?
mortor generally works, but like adding lookat is not possible in current state.
I am new to godot(and game industry in general),
but it seems only decent ways to transform rigid body are either using looking_at or interpolate_with function, and both break joints constraints.
I could try to hardcode it all, but wanted to ask you first.
by the way, this is my current stage of active ragdoll.
once again, thanks for the awesome work.