Denny Amera
dennyamera.bsky.social
Denny Amera
@dennyamera.bsky.social
Exists and lives in Germany since 1990– Nerd, anarchist with a brain and cognitive hsp.
•Generalist 👩🏼‍💻📚
•Science fanatic 👩🏼‍🔬
•genderfluid/bigender ⚧️
I can't do everything, but I can learn everything.
Trainee for "IT Specialist - Application Development".
Da steckt zu viel Geld drinn. Glaubst du wirklich, dass die Lobby-Huren im Bundestag auch nur drüber nachdenken würden?
January 17, 2026 at 7:23 AM
Weil die Justiz immer noch damit beschäftigt ist, völlig sinnlos gegen das Cannabisgesetz vorzugehen, um über 4 Millionen Menschen erneut zu kriminalisieren. Da ist sowas unwichtiges wie sexualisierung und Kinderpornografie auf X doch absolut zweitrangig. *Sarkasmus-Schild hochhalten*
January 17, 2026 at 7:21 AM
Über Klima labern und Stromverbrauch kritisieren und dann stolz einen 75" Flachbildfernseher auf dem eigenen Profil präsentieren. Du hast nicht das Recht andere zu verurteilen, während du selbst massiv Ressourcen verbrauchst. Böse Zungen könnten dich evtl sogar als Heuchlerin bezeichnen.
January 17, 2026 at 6:00 AM
Diese Kommentare können nur von alten, weißen Ü50 Deppen stammen. 😂
December 29, 2025 at 1:46 PM
Skippable tutorials would also be very appreciated. 👍🏻
December 28, 2025 at 4:32 PM
Ah, now I think I get it. The problem is the animation changing, and in Godot you need independent hitboxes for every little move or frame. Did I get it right, or am I on a wrong way again here?
November 30, 2025 at 10:10 AM
Each area could just register itself to the manager. That way, the main scene doesn't need to manually handle each collision. (2/2)
November 30, 2025 at 9:54 AM
I read a little about Godot and I think I see what you mean now. I think you could still encapsulate that logic in a class, maybe a "WeakPointManager" or something similar, that handles the hit detection and switching between weak points. (1/2)
November 30, 2025 at 9:53 AM
If you use c++ why don't you try Unreal Engine? 🙂 Or you can use Unity and c#
November 30, 2025 at 9:26 AM
Couldn't you use oop for that and write a class with subclasses? To be honest, I'm not very familiar with Godot and its capabilities.
November 30, 2025 at 9:22 AM
True, and 3D gives you more options for your gameplay systems. Are you using Godot for 3D?
November 30, 2025 at 9:08 AM
I'd like to see the result so I'll follow you. 🙂
One aspect I like about Monster Hunter is that each weapon has its own fighting style. This could also be easily brought to 2D.
November 30, 2025 at 8:00 AM
You could use a target acquisition system. The player could cycle through weak points or body parts by pressing a button. 🙂
November 30, 2025 at 7:40 AM
What exactly do you mean when you say you're trying to get Monster Hunter combat in 2D? You want weakpoints and sloughed-off body parts for resources? 🙂
November 29, 2025 at 4:29 PM
After I saw the video, I got two ideas/suggestions: the dinosaur should get a knockback when it gets a hit, and I would implement a defensive function for the player to make the fights more dynamic and less hit-and-run for the players. 🙂
November 29, 2025 at 7:27 AM
Das ist ein Zeichen, dass die Datenbank der KI noch nicht auf dem neusten Stand ist.

ChatGPT liegt immer ein paar Monate zurück. 🙂
October 14, 2025 at 5:27 AM