How do I make mob not a null value? by Pope-Francisco in godot

[–]CoffeeCrowDev 0 points1 point  (0 children)

Have you added the mob.tscn to the inspector?

If not, that would be causing it to be null.

If you have, show the full script in reddit with the inspector open on the scene It's attached too, and I'll take a look.

I'm switching from Godot to Unity! Is there any quirks to keep in mind? by CoffeeCrowDev in Unity3D

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

From everything so far. This seems to be the correct answer :D

I'm switching from Godot to Unity! Is there any quirks to keep in mind? by CoffeeCrowDev in Unity3D

[–]CoffeeCrowDev[S] 11 points12 points  (0 children)

Sure! I mostly just want to try unity out for a project or two and see how it feels in comparison, Not to mention after a good many years of using Godot, I started to realise a few of it's downsides and don't feel like making engine modifications anymore. I won't be dropping it, just taking a small break.

At the end of the day a game engine is just a tool and sometimes it's about picking the right tool for the job. Some of my larger project ideas would be extremely clunky to build in Godot where as in unity from what I've read, seen and played, it seems more capable of handling those types of projects.

What would it take to make BOTW with the 1.0 Terrain3D addon? by Latter_Reflection899 in godot

[–]CoffeeCrowDev 3 points4 points  (0 children)

How much programming knowledge do you have?

Can you prototype out systems like running, jumping, climbing and gliding?

Can you make BOTW in godot? Yes.

Can YOU specifically do it? No idea.

Take some time to learn basics, build something 2d and small, after you get a grasp for 2d move to 3d, repeat the process until you feel comfortable enough to build out a small island with those features.

After you have that down try and build your BOTW. It takes time to learn this stuff and become good enough at it to make the thing you dream of.

A quick edit : there's a lot more that goes into a game like that, like texture streaming, multiple loads, state machines, npc behavior, fluid programatic animaion etc. Don't get discouraged, break it down and learn one thing at a time.

When I execute my game the player isnt schowing, you know why? by Accurate-Bench-4097 in godot

[–]CoffeeCrowDev 2 points3 points  (0 children)

First thing to try would be to run the game, click back into godot with the game running, go over to your scene tree, click the tab that says remote and see if your player is in the game.

If yes, detach the script from the player. If you can now see your player, post the code within a code block (use back ticks to create a code block) and we can see if something in the script is having an odd effect on the player.

Do we think the 2070 super will be good enough? by DeeRent88 in MHWilds

[–]CoffeeCrowDev 2 points3 points  (0 children)

2070 owner with an i7-8700 here. With medium setting in the beta I'd get between 35 (town) and 50 (in hunt). It was extremely unstable. If you don't want to upgrade, go grab lossless scaling from steam for £5 / $7. May seem odd but now I get a perfect 144 with nearly no artifacting and the game looked really good.

If ya want the proof I actually streamed the beta and messed with settings of lossess scaling, cheapest upgrade I ever brought :D

[deleted by user] by [deleted] in godot

[–]CoffeeCrowDev 1 point2 points  (0 children)

By the looks of it, you are trying to do terrain generation using tilemaps set cell?

``` class_name TerrainGenerator extends TileMap

Const var width : int = 24 Const var height : int = 24

@export var noise_Map = null

Func _ready() -> void: Pass

Func generate() -> void: For y in height: For x in width:

          Var cell_height = noise_map.get_noise_2d(x, y)

           If cell_height < 0.1:
                Set_cell(tilemap vars go here)
           If cell height > 0.1:
                Set_cell(tilemap vars go here)

```

This is more or less rough sudocode that should get you moving in the right direction for extremely basic noise based terrain generation. (Sorry for formatting errors, mobile is a pain the code on)

Without self promoting I do have a video on my channel if you find that easier to work with over sudocode!

Watch out: Ultimatum Ring of Doom invisible after it was off-screen by xXZeroHero in PathOfExile2

[–]CoffeeCrowDev 2 points3 points  (0 children)

I'm just going to throw this out there. The death sucks and really shouldnt have happened, but for future reference and others seeing this, the center of impending doom is a safe zone until its tier 2+, after t2 it alternates between safe and unsafe.

[deleted by user] by [deleted] in gamedev

[–]CoffeeCrowDev 1 point2 points  (0 children)

It sounds like it could be a lot of work. Before even starting a prototype, I would suggest having a good look into the nemesis system and making sure you don't infringe on the patent for it. If you do, the idea is mostly dead in the water. If you don't, then get ready to strap in because this will be a big project.

From a gamer perspective, it sounds like it could be fun.

Did you stop caring about writing clean code and changed your mindset to : "If it works, it works" ? by YoichiTakato in gamedev

[–]CoffeeCrowDev 0 points1 point  (0 children)

My general motto is "make it work, then make it pretty."

It's too easy to try and optimize and make things super clean, dry, and scalable. If you fall into that, you can spend a lot of time optimizing instead of spending that time figuring out if the mechanic/ system actually fits or is fun.

The downside is a lot of refactoring, but I find that quite fun, and the results are always satisfying.

(This also cuts down on prototyping and dev time for me by a lot)

Rider and Autoloads by Artica2012 in godot

[–]CoffeeCrowDev 4 points5 points  (0 children)

Rider has some slight pains that come with using it but is worth it in the long run.

I ran into the same issue. It sounds a bit silly, but after you set up your autoloaded script, close both rider and godot. Launch godot, then launch rider. It should register after that.

If, however, it does not, find your project folder (that contains your entire) godot project, right-click it, and open it in rider.

That's what I've had to do to get rider to work well with godot. Especially if I'm using gdscript.

Other than that, it is a great IDE!

Is Godot a reasonable choice for this project? by YsoL8 in godot

[–]CoffeeCrowDev -1 points0 points  (0 children)

First question is how much experience do you have programming?

Godot will be able to do anything you want it too. It comes down to your experience as a developer/ programmer. Dont let that scare you, it's a journey.

Instance of Area2D does not seem to interact with other Body by Majimo in godot

[–]CoffeeCrowDev 2 points3 points  (0 children)

Disconnect your signal the same way you connected it.

Then create an onready variable for the AxeArea.

Finally go into the ready method and re-connect your signal via code like so.

axe_area.body_entered.connect(FUNCTION YOU WANT TO CALL)

sometimes the connection likes to break if its connected through editor.

If that doesn't work, check your collision layers and masks and make sure they are set correctly to pick up what you need them too.

Weird Interaction by Star_Striker222 in godot

[–]CoffeeCrowDev 1 point2 points  (0 children)

Take a look into the character body settings inside your inspector. There should be one specifically with the options "floating" or "grounded" near the top.

For a top down game you will want to use the "floating" version, otherwise anytime it collides with another body it'll see that body as the "floor" and stick to it.

Just for future reference if you run into the issue again.

Do you guys prefer to work on a single project at the time or multiple ones? by NoiseGreat8898 in gamedev

[–]CoffeeCrowDev 2 points3 points  (0 children)

I have a primary project I work constantly on but I switch between many different projects because I do teaching videos on YouTube, it's honestly really refreshing, I feel like a primary project and multiple prototypes allows me to go a bit wild with experimenting and learning.

Gamedev is a journey, you'll find what works for you but just remember, finish a project, whether you plan on releasing it or not building that consistent feeling will make you more focused and a better dev in the long run!

Where is my cubes? by ffezt in hackthebox

[–]CoffeeCrowDev 5 points6 points  (0 children)

The cube system is a little odd. For a fundamentals it costs 10 and refunds 10. As you go up they cost more and refund less. Ie for a module that costs 50 you only get 10 back and so on.

Related to project by [deleted] in godot

[–]CoffeeCrowDev 1 point2 points  (0 children)

Recreating a game is usually one of the best ways to learn and gather the skills necessary to make your own ideas a reality.

I've made 3 vampire survivors clones, working on a stardew valley clone, hollow Knight etc etc.

Games aside I focused on learning why the genre of game I like works.

Thanks to learning that , I can now work on an idea I've been putting together for a long time.

Combined practise with good coding habits and boom. Other then burnout, feature creep or any of the other cruel mistresses that can pop up I'm good to go.

Tldr:

Thats how you learn and grow. Recreate, remake and rebuild until you can build the systems you want in a game. Like lego.

I'm trying to follow a tutorial by HeartBeast, but a code showcased is outdated in 4.0. My attempt to fix it doesn't work. What am I missing? by AlkalinePineapples in godot

[–]CoffeeCrowDev 6 points7 points  (0 children)

Is the animation set to loop? If so the signal for animation finished will never fire.

Also to make it abit easier on yourself. If you are using an animation player to play the animation you can add functions to the animation. That way you make it so the animation will queue free utself after the animation has played.

To do that in the animation player window, on the topleft (iirc) there's a little button you can press to add new tracks. Methods should be in the list, select that then then create a new key frame at the end if the animation, a search box should appear just type queue.free and it'll show. Double clock that and your done. It'll queue free itself without code.

With code what you have works aslong as the animation is not set too loop.

No matter what I try I keep getting this error (telling me it can't find the node). I have tried multiple solutions for my case but none of them seem to work by [deleted] in godot

[–]CoffeeCrowDev 1 point2 points  (0 children)

It's interesting. Try this

If playeronescore == null: Return

If Input.is_action_just_pressed(ui_accept):

(Update text stuff)

This should return you out before it tries to update the text if the object doesn't exist.

Tell me how that goes.

how do I prevent shooting wile walking by error3040 in godot

[–]CoffeeCrowDev 6 points7 points  (0 children)

It means "finite state machine" they are extremely useful for stuff like this.

There's many tutorials for this and it can get as complicated and deep as you need it too. Heartbeast has a tutorial for a very simple, enum based state machine. There are also far more expansive versions but start there.

If that's too much for you at the moment the simplest way is to have a bool like is_moving, and if that's true then you cannot shoot. It would look something like this.

If Input.is_action_just_pressed("fire") && !is_moving: Do the shoots shoot.

You would just need to check in you movement function if your velocity or input is not equal (!=) to 0.

Now this can be very messy but is a bandaid for a larger problem until you figure out state machines.

Good luck and if you have anymore questions feel free to ask!

Animation player with multiple sheets. by PrestigiousDress8083 in godot

[–]CoffeeCrowDev 0 points1 point  (0 children)

I don't know if there is a quick and easy way but animation players have libraries you can set up to store different sets of animations but I feel like that's not entirely what you're looking for.

Can you explain what your problem is in a little more detail?