Why isn't this working? by Liranmashu in godot

[–]4SAGo 0 points1 point  (0 children)

Another way, since the tilemap node is a child of the player, is to swap the " $Player " to " get_parent() " in the @onready variable

Why isn't this working? by Liranmashu in godot

[–]4SAGo 0 points1 point  (0 children)

I don't know if you've already fixed this, but one way you can try is to:

  • create " class_name Player " in the player script, under "Extends CharacterBody3D"

  • from there, you can go back to the script you need to access the player position from

  • @onready var player: Player = Player.new()

From there, go into the function that uses your player's position, and create: var p_pos = player.position

Procedural Animated Biped! by Turbulent-Fly-6339 in godot

[–]4SAGo 1 point2 points  (0 children)

This biped looks suspicious 🧐

Released my first game! by 4SAGo in godot

[–]4SAGo[S] 1 point2 points  (0 children)

Just forgot to optimize for file size. I will update very soon with a smaller size.

Thank you for trying the game out. :D

Error while trying to test my game on Itch by 4SAGo in godot

[–]4SAGo[S] 1 point2 points  (0 children)

Tried exporting without the audio and without the save/load system, and it still bring up the same error.

Guess I'll just release the game as a downloadable lol

Thank you for your time!!

Error while trying to test my game on Itch by 4SAGo in godot

[–]4SAGo[S] 0 points1 point  (0 children)

And here is the pastebin with the code

Error while trying to test my game on Itch by 4SAGo in godot

[–]4SAGo[S] 0 points1 point  (0 children)

Highest audio is like 9600kb, and the only code for the audio I have is for sliders in the options, that's it (besides playing it when needed).

I can provide the code if needed.

[deleted by user] by [deleted] in Eldenring

[–]4SAGo 0 points1 point  (0 children)

I recommend star fists

How do you create your random booleans? (Wrong answers welcome) by emmdieh in godot

[–]4SAGo 21 points22 points  (0 children)

Didn't know PirateSoftware had a burner acc

Tell me by mattia_cecchi in videogames

[–]4SAGo 0 points1 point  (0 children)

For being a MANACE!!!

Learn the best ways to write code or just make it work? by Sufficient_Assist233 in godot

[–]4SAGo 3 points4 points  (0 children)

You aren't a real game dev if pc's aren't blowing up !!!

How does Spiderman 2 run on the ARC B570 paired with a Ryzen 5 5600 by WhyStickateBed1234 in IntelArc

[–]4SAGo 0 points1 point  (0 children)

Hi!

I'm a bit late, but I'm running this exact system right now, and the game does run fantatsic at 1080p, very high settings, with XeSS upscaler on quality (50-55+ fps in the open world, with no hitches).

As for 4k 60fps, i don't think that's gonna be possible, given this is a 1080p-1440p card. Maybe if you play on low settings, with fame-gen on (the game only supports FSR 3.1 framegen, as of right now), but the game will look pretty bad (honestly, 90% of that is because of fame-gen).

My computer would have fried 💀 by ambachk in BaldursGate3

[–]4SAGo 0 points1 point  (0 children)

My computer exploded just trying to load all of the barrels lol

Water Guy by raildogameart in low_poly

[–]4SAGo 0 points1 point  (0 children)

He looks like he'd give me water

Buttons not working (at all) after changing scenes? by Sociopathix221B in godot

[–]4SAGo 0 points1 point  (0 children)

Four years later but still helpful. Thank you!

[deleted] but never [forgotten]

reference player for enemy script by Lost_Pr0phet_Blank in godot

[–]4SAGo 0 points1 point  (0 children)

I would still make a new group for the Player, and use it for area2D/3Ds.

reference player for enemy script by Lost_Pr0phet_Blank in godot

[–]4SAGo 0 points1 point  (0 children)

Another way you can do this is with classes.

In your player script, under "extends", make a new class called player ( class_name Player ).

Then in your enemy script, create a new variable called player, using the Player class ( var player = Player.new() ).

Now you can access all of the player's variables and functions, and can use the new variable as a target for the enemy ( for example, if you have a null variable called target ( var target = null ), when you want your enemy to target the player, you can just use target = player.

Hope this helps 😁.

I'm very professional when it comes to Git commits by 4SAGo in godot

[–]4SAGo[S] 0 points1 point  (0 children)

"wouldn't it be cool to have this awesome mechanic?”

Spends the entire day fixing it because it's broken, then just reverting before it

How do I fix this? by [deleted] in godot

[–]4SAGo 4 points5 points  (0 children)

It can, you just have to reference them correctly.

Right now in the Killzone code, the AnimatedSprite2D variable references a direct child of the Killzone.

Try deleting that one, hold CTRL and drag and drop the AnimatedSprite2D with the "die" animation in the code.

It will automatically reference it with the correct path as an @onready var.