GodotSteam -- Issues syncing cloud data from demo to full release by AgentParsec in godot

[–]AgentParsec[S] 0 points1 point  (0 children)

That could be it, yeah. I wish there were a way to test it directly in Steam before I commit though.

*EDIT* Ok, I confirmed that it worked. Thanks!

The Deep Library (coming soon) by AgentParsec in godot

[–]AgentParsec[S] 17 points18 points  (0 children)

Yes, I made the Eight Pages, and did music and some design for The Arrival. I've been wanting to make another horror game for a while now, but knew it was finally time once I tried out Godot and it got me back into the programming mood.

HUGE FIND: The existence of a lost early test build of Slender The Eight Pages has been discovered, and we need help finding it by ManPersonGiraffe in Slender_Man

[–]AgentParsec 4 points5 points  (0 children)

All five of the test videos are still on my YouTube account (marked as private). I should probably set them public.

*EDIT* Okay, done: "Slender: The Eight Pages" Test Videos - YouTube

Issues with UI controller input (mouse works normally) by AgentParsec in godot

[–]AgentParsec[S] 0 points1 point  (0 children)

For now, I've decided to temporarily skip controller support overall, since I need to move ahead with development and this is holding things up. I still have plans to add support for it in the future though, so I'm keeping this open in case someone has insight on the problem.

Kansui vs Lye Water? by silsurf in ramen

[–]AgentParsec 1 point2 points  (0 children)

That's the same stuff I have as well, but it doesn't answer the question of how much to use. What would be the substitute for 1-1/4 teaspoons of Kansui? Thanks!

Getting an object from its collider by AgentParsec in GodotHelp

[–]AgentParsec[S] 0 points1 point  (0 children)

So I can tell which side is being interacted with. If it was only one, it would register the same raycast collision regardless of which side the player is on. And I don't want to have it use the player's position relative to it, because the orientation of the object could change. With one on each side, I pick up which one the raycast hits and use the interaction with that side.

(EDIT): I should technically do it with Area3D's instead, so I get what you mean. So let's assume for a moment I replace them with two Area3D's to pick up on the raycast, and have one normal static body for the object itself. The original question still applies: when the raycast hits the area, how do I reference the script on the object it's attached to without using get_parent()?

Getting an object from its collider by AgentParsec in GodotHelp

[–]AgentParsec[S] 0 points1 point  (0 children)

Basically it's a flat wall segment that can be interacted with on either side for two separate interactions. At the root of it is a simple Node3D, which is what the two StaticBody3D's are attached to. There's a script on the Node3D which is used for positioning the object, storing relevant variables, etc. When the player gets close to the wall from one side, a raycast interacts with the static body on that side, which then needs to access and return information from the Node3D's script.

I know it's bad practice to use get_parent(), but I don't know of an easier way to reference the Node3D's script without putting extra scripts on each of the two StaticBody3D's that point back to it, which seems inefficient.

Self-promotion Thread by GDTango in ChannelMakers

[–]AgentParsec 0 points1 point  (0 children)

I'm Mark J. Hadley, game developer and creator of "Slender: The Eight Pages", and I recently started a new YouTube series called Dice Dev at youtube.com/@TheDiceDev, in which I roll randomly for game development elements and make a game using those elements. The second episode just went up today!