I'm learning about game development and attempting to create my first game in Godot. I'm looking to devote the time to make a simple polished puzzler that I can be proud of.
"In some states and cities, it is illegal to round up a transaction to the nearest nickel or dime, doing so would run afoul of laws that are supposed to place cash customers and debit and credit card customers on an equal playing field"
They will find a way to get their pennies back for sure tho
"In some states and cities, it is illegal to round up a transaction to the nearest nickel or dime, doing so would run afoul of laws that are supposed to place cash customers and debit and credit card customers on an equal playing field"
They will find a way to get their pennies back for sure tho
I have read it is illegal to round up because then they would be charging more for using cash than credit and there are laws against that. Time will tell.
November 4, 2025 at 5:36 PM
I have read it is illegal to round up because then they would be charging more for using cash than credit and there are laws against that. Time will tell.
I did use move_and_collide for a ball in my example, so if your no x value changes in code, probably is move_and_slide. I didn't do a pong, but here's my bouncing ball code if you want to review. github.com/Rocks-git/ch...
I did use move_and_collide for a ball in my example, so if your no x value changes in code, probably is move_and_slide. I didn't do a pong, but here's my bouncing ball code if you want to review. github.com/Rocks-git/ch...
It looks like every time your paddle collides, x component of position increases a bit. Check your paddle script and make sure you aren't letting some x values sneak into your direction vectors.
October 6, 2025 at 1:28 PM
It looks like every time your paddle collides, x component of position increases a bit. Check your paddle script and make sure you aren't letting some x values sneak into your direction vectors.
I have best results doing move_and_collide(vector) update in _physics_process. I also noticed if I have Physics Interpolation set to On, that interferes and causes extra jitter. So in Project Settings -> General -> Physics -> Common, I have Interpolation off and all nodes set to Inherit for PI.
October 4, 2025 at 5:56 PM
I have best results doing move_and_collide(vector) update in _physics_process. I also noticed if I have Physics Interpolation set to On, that interferes and causes extra jitter. So in Project Settings -> General -> Physics -> Common, I have Interpolation off and all nodes set to Inherit for PI.
Good luck to you. I'm semi-retired after getting burnt out in critical systems software support. And I too am trying to learn game dev. I'm really enjoying it so happy to follow along and support.
September 26, 2025 at 6:12 PM
Good luck to you. I'm semi-retired after getting burnt out in critical systems software support. And I too am trying to learn game dev. I'm really enjoying it so happy to follow along and support.
That's a bummer about your school. You can download the whole project from Project > Tools > Download Project Source. I tried it and got the project in my downloads folder. Doc at bottom of page here:
That's a bummer about your school. You can download the whole project from Project > Tools > Download Project Source. I tried it and got the project in my downloads folder. Doc at bottom of page here: