Mario Mey

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This is the way to do it right now: `fswebcam -d /dev/video1 -r 1920x1080 - | xclip -selection clipboard -t image/png`

Oh... [Why is (18446744073709551615 == -1) true?](https://stackoverflow.com/questions/40608111/why-is-18446744073709551615-1-true)

Well, I don't know C and building QjackCtl is being difficult (I don't have time to resolve dependencies and stuff). I check files and I know where the new code...

After some tests, I discovered some stuff: ### The line that ruins everything This is the line that makes Vector3.ZERO turns to that value: ``` self.velocity.y -= self.fall_acceleration * delta...

I found a solution and maybe this could be a bug. By doing this: ```py velocity = Vector3.ZERO direction = Vector3.ZERO ``` And then, something like: ```py velocity.y -= fall_acceleration...

Anyone: this is still the best way to "emit signals"? Is this the best way to comunicate between code files? I used to use `bge.logic.sendMessage(subject, body)` **a lot** to comunicate...

Well, after learning a bit about `yield`, I think I found an alternative in Python. Also with `yield`, but a bit more complicated. This is HUD.py, the GDScritp to Python...

Here are the other codes. I added lines to connect signals by code, instead of doing at hand. I always tried to do it in this way, when working with...

Also (as in [here](https://docs.godotengine.org/es/stable/tutorials/math/matrices_and_transforms.html#translating-the-transformation-matrix)), it does exist but it is not writable: ```py from godot import exposed, export, Area2D, Transform2D, Vector2 @exposed class Coso(Area2D): def _ready(self): t = Transform2D() t.origin...