Rocks
rocksmanhattan.bsky.social
Rocks
@rocksmanhattan.bsky.social
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.

Go check it out! https://rocks-git.itch.io/trash-panda-letter-looter
"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
Why some McDonald's customers might not get the right change back with their order
It's all because the U.S. is running out of pennies.
www.nbcchicago.com
November 4, 2025 at 5:46 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.
November 4, 2025 at 5:36 PM
Who is this Gail that people keep warning me about?? Heh. Wind gusts up to 40 here in the pinkie finger.
November 3, 2025 at 7:37 PM
Once. Still trying to get back.
November 3, 2025 at 7:35 PM
It's definitely when i hit the bullet points I realize it was not written by a human.
October 24, 2025 at 8:05 PM
heh yep, right now we are at whatever works stage 😀
October 6, 2025 at 2:15 PM
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...
GitHub - Rocks-git/character_body_2d_starter: Bouncing ball example with character body 2d and player movable icon
Bouncing ball example with character body 2d and player movable icon - Rocks-git/character_body_2d_starter
github.com
October 6, 2025 at 1:44 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.
October 6, 2025 at 1:28 PM
Hmm, and now later in the day, can't get the jitter to come back no matter where PI is turned on. I must have had something conflicting...
October 4, 2025 at 8:36 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.
October 4, 2025 at 5:56 PM
October 2, 2025 at 12:57 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.
September 26, 2025 at 6:12 PM
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:

docs.godotengine.org/en/latest/tu...
Using the Web editor
There is a Web editor you can use to work on new or existing projects. Browser support: The Web editor requires support for WebAssembly's SharedArrayBuffer. This is in turn required to support...
docs.godotengine.org
September 26, 2025 at 5:58 PM
Every day I learn something.
September 25, 2025 at 4:53 AM
Do you have a stray = somewhere instead of an == or the other way around?
September 23, 2025 at 7:11 PM
And hey! I've got a name. It's Trash Panda Letter Looter.
September 23, 2025 at 5:00 PM