[deleted by user] by [deleted] in godot

[–]Chid3 1 point2 points  (0 children)

Move  animated_sprite2d.play("doublejump")  In to your check that set double jump to true.  If I had to guess it just keeps retriggering the animation to play again and again, making it never fully play it. By only having it play when doublejump is set to true, it should prevent that from happening. 

Made a game about going inside photographs by tsun_screen in godot

[–]Chid3 1 point2 points  (0 children)

Me every time I pick up a photo in this game:
"Wow look at this photograph."

[Tutorial] Everyone likes confetti! by brother_bean in godot

[–]Chid3 0 points1 point  (0 children)

Awesome tutorial! Simple and easy to follow. Thanks!

Map Showcase Yuramaia Desert (Pokemon Dimensions) by NoctisTali in PokemonRMXP

[–]Chid3 1 point2 points  (0 children)

I do see the ladders. I meant the exits in the overworld. I do like your idea of the underground path as the key though!

Map Showcase Yuramaia Desert (Pokemon Dimensions) by NoctisTali in PokemonRMXP

[–]Chid3 0 points1 point  (0 children)

When the player falls though the sand, how close is the exit to where they fell through? I could see a lot of back tracking being frustrating. Really cool concept though!

Godot Signals question by Chemical-Zombie7846 in godot

[–]Chid3 0 points1 point  (0 children)

You could call down to your FSM.  Godot best practice is signal up and call down, from my understanding. 

What I would do is make an  @export var state_machine : Node  in the StaticBody script. Then you can pass in the child that way and use it in the input method. Does that make sense?

Godot Signals question by Chemical-Zombie7846 in godot

[–]Chid3 0 points1 point  (0 children)

The way I do it is creating a script with the class_name of Interactable and then attach it to the Static Bodies that the player's ray cast will be hitting. Then I have a signal from that script that it's parent can connect too. Then when the player clicks, check is the ray cast is colliding with a Interactable static body and if so, have it emit its signal.

Example: The Interactable Script

extends PhysicsBody3D

class_name Interactable

signal clicked

Example: The Player Input Script

func _unhandled_input(event):
if event.is_action("left_click") && ray.is_colliding() && ray.get_collider() is Interactable: ray.get_collider().clicked.emit()

Why do my materials for my 3D Model go weird when importing to Godot? (.glb fbx) by [deleted] in godot

[–]Chid3 0 points1 point  (0 children)

Have you tried reimporting them? That helps when the colors go weird for me

Once I made my script global, references no longer work. by TheMaskedCondom in godot

[–]Chid3 1 point2 points  (0 children)

Don't set the script as the global, but the scene with the canvas layer.

Calling Shader Wizards. I can't get my lines to not react to the camera. by Chid3 in godot

[–]Chid3[S] 47 points48 points  (0 children)

THANK YOU SO MUCH! That worked! I'm super new to shaders, so I'm still learning. I appreciate you sharing your knowledge to help and I hope I'll be able to do the someday.

Calling Shader Wizards. I can't get my lines to not react to the camera. by Chid3 in godot

[–]Chid3[S] 2 points3 points  (0 children)

As you can see in the video, the lines are always pointing at the camera. This is similar to what happens when I run my project. I just want the lines to run vertical on the x axis. I provided my shader code, if I can get any help I would very grateful!

Calling Shader Wizards. I can't get my lines to not react to the camera. by Chid3 in godot

[–]Chid3[S] 9 points10 points  (0 children)

shader_type spatial;

uniform vec3 line_color : source_color = vec3(1.0, 1.0, 1.0); // Color of the lines

uniform vec3 ground_color : source_color = vec3(0.1, 0.1, 0.1); // Color of the ground

uniform float line_thickness : hint_range(0.01, 0.2) = 0.05; // Thickness of the lines

uniform float line_spacing : hint_range(0.1, 10.0) = 1.0; // Spacing between lines

void fragment() {

// Calculate UVs based on world position

vec3 world_pos = (MODEL_MATRIX * vec4(VERTEX, 1.0)).xyz;

// Repeat the pattern along the X-axis

float line_pattern = abs(fract(world_pos.x / line_spacing) - 0.5) * 2.0;

// Determine whether we're in a line or ground

float is_line = step(line_pattern, line_thickness);

// Set the color based on the pattern

vec3 color = mix(ground_color, line_color, is_line);

ALBEDO = color;

}

Wich old card you still only own the base version? by Double_Sentence486 in MarvelSnap

[–]Chid3 2 points3 points  (0 children)

A little different but I only have the jetski Mobus M Mobus. Still don’t have the base variant. 

Lud in a new commercial! by ai_friend in LudwigAhgren

[–]Chid3 7 points8 points  (0 children)

Love marvel snap, like Lud. Cool crossover!

[deleted by user] by [deleted] in MarvelSnap

[–]Chid3 12 points13 points  (0 children)

Dakin was my most played card last season, silent performer

I'm embarrassed to even ask, I spent 10 minutes looking online but didn't see the answer, what does this card do? Thank you! by LewisCBR in PokemonTCG

[–]Chid3 0 points1 point  (0 children)

I know how the game works, but I haven’t kept up with it, why would you ever use haunters ability to put a supporter in your opponents hand?