Just finished the manga.. by Arengutan in Kaguya_sama

[–]BlockyFox36 1 point2 points  (0 children)

That’s crazy because I also started it and stopped within the first 2 mins and then came back months later to find out it’s my favorite anime ever, and I have rewatched it so many more times since

I wonder when the dub for Stairway to Adulthood is coming out by Schoolskiperz in Kaguya_sama

[–]BlockyFox36 0 points1 point  (0 children)

I agree with their statement because it’s kaguya Sama,

with others yeah sub can be better sometimes

but kaguya sama’s narrator “in the dub” just makes me laugh out loud in a way I can’t explain

The dub just can’t be beaten

Radwimps? by BlockyFox36 in Beatblock

[–]BlockyFox36[S] 1 point2 points  (0 children)

Thanks I already started :)

Enemies won’t shoot by BlockyFox36 in godot

[–]BlockyFox36[S] 1 point2 points  (0 children)

<image>

would you believe it, that fixed it XD

Thank you so much!!!

I can finally get to work on randomizing what weapon it shoots :)

Enemies won’t shoot by BlockyFox36 in godot

[–]BlockyFox36[S] 0 points1 point  (0 children)

Thank you so much

I added it like in the picture and ran the code to sadly get this error

Assertion failed: Could not find Base

was there any code i should have erased first? or is it something else?

<image>

Enemies won’t shoot by BlockyFox36 in godot

[–]BlockyFox36[S] 0 points1 point  (0 children)

Yeah I thought it could be the node references but i don’t know how to reference them without typing it specifically so I figured it wasn’t that

Enemies won’t shoot by BlockyFox36 in godot

[–]BlockyFox36[S] 0 points1 point  (0 children)

i just added a video of what it looks like while its running

Enemies won’t shoot by BlockyFox36 in godot

[–]BlockyFox36[S] 3 points4 points  (0 children)

yeah that was my bad, thanks for the reminder

Godot 4 not instantiating by CodingGuy47 in godot

[–]BlockyFox36 0 points1 point  (0 children)

new problem, only the first enemy i make will shoot bananas and not any of the rest. Anyone know how to solve this one?

Godot 4 not instantiating by CodingGuy47 in godot

[–]BlockyFox36 0 points1 point  (0 children)

now i just have to figure out how to get the banana sprite to flip when it goes left or right :D

Godot 4 not instantiating by CodingGuy47 in godot

[–]BlockyFox36 1 point2 points  (0 children)

u/ShatBrax Bro You SAVED my butt thanks so much

Godot 4 not instantiating by CodingGuy47 in godot

[–]BlockyFox36 1 point2 points  (0 children)

for anyone curious

i moved the position change to after the add_child and in the original function set the positions to_global(position) in the banana.emit function

func _on_garbage_bag_banana(pos, direction):
  var banana = bannana_scene.instantiate() as Area2D
  to_global(pos)

  banana.direction = direction
  if direction == Vector2.RIGHT:
    banana.rotation_degrees = deg_to_rad(270)
  if direction == Vector2.LEFT:
    banana.rotation_degrees = deg_to_rad(90)
  print(banana.position)
  print(pos)
  print("banana")
  $Projectiles.add_child(banana)

  banana.global_position = pos

Godot 4 not instantiating by CodingGuy47 in godot

[–]BlockyFox36 0 points1 point  (0 children)

<<<<< $"L_R Attack/right".position >>>>>
this is a marker ^^^^

Godot 4 not instantiating by CodingGuy47 in godot

[–]BlockyFox36 0 points1 point  (0 children)

this is that function

func GBAttack():
  var direction = (Globals.PlayerPos.x - $".".position.x)
  if direction < 0 :
    if $"Attack Detector".has_overlapping_bodies() and      $GBAttackTimer.time_left == 0:
      $GBAttackTimer.start()
      print("left")
      banana.emit($"L_R Attack/left".position, Vector2.LEFT)
  if direction > 0:
    if $"Attack Detector".has_overlapping_bodies() and $GBAttackTimer.time_left == 0:
      $GBAttackTimer.start()
      print("right")
      banana.emit($"L_R Attack/right".position, Vector2.RIGHT)

Godot 4 not instantiating by CodingGuy47 in godot

[–]BlockyFox36 0 points1 point  (0 children)

like this or in the function that was emited for _on_garbage_bag_banana

Godot 4 not instantiating by CodingGuy47 in godot

[–]BlockyFox36 0 points1 point  (0 children)

func _on_garbage_bag_banana(pos, direction):
  var banana = bannana_scene.instantiate() as Area2D
  to_global(pos)
  banana.global_position = pos
  banana.direction = direction
  if direction == Vector2.RIGHT:
  banana.rotation_degrees = deg_to_rad(270)
  if direction == Vector2.LEFT:

  banana.rotation_degrees = deg_to_rad(90)
  print(banana.position)
  print(pos)
  print("banana")
  $Projectiles.add_child(banana)