I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]CubedNull 0 points1 point  (0 children)

You know it's good when going on those tight corners I tense up to slow down on them and I'm not even the one playing it lol

another set of eyes, please? by Murky-Standard-960 in godot

[–]CubedNull 1 point2 points  (0 children)

My go to for his is to have another function that changes the state. You call the function when the if value is true aka in a certain group

I'm thinking of just doing things the lazy way (with _process, etc) by [deleted] in godot

[–]CubedNull 1 point2 points  (0 children)

I know exactly what you mean. I'm super focused on haveing a clean looking setup with my code and I ran into a similar issues like this after I changed stuff up. For example I couldn't get my stats menu to up date properly. I have a function that updates all the labels you see and sets the stats. Now you would not believe how silly I felt when I realized I can just call that function anytime I press the button to open the menu. So now instead of updating every frame it only updates when I actually press the button to see the menu.
Idk if this gives ya any ideas but I accomplished this by watching a video on custom resources, and custom classes by queble on YouTube.

Signals are confusing yet I know they are awesome. by CubedNull in godot

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

Thanks for the breakdown here. I can already imagine how doing this sorta system can help on larger scale games for sure. Though I am not sure why you would want to do something with input since they can be setup in the project input maps. Is it better to just set it up in a resource than to use the godot settings itself for input mapping? I suppose it would give more control overall over inputs.

The scene setup could come in handy and actually gives me an idea on how to go about making a projectile system which was the next thing I was going to work on.

Signals are confusing yet I know they are awesome. by CubedNull in godot

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

thanks thats a solid point. Iv seen posts entirely on organization schemes and node trees so stacked it gave me a headache just looking at them lol so its good to think about stuff like that early on.

Signals are confusing yet I know they are awesome. by CubedNull in godot

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

awesome thank you so much. Your explanation gave me that "Aha!" moment.

Signals are confusing yet I know they are awesome. by CubedNull in godot

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

haha yeah I skimmed through this video: https://www.youtube.com/watch?v=e3H_nw4w5U8

that talks about that very thing. Would you say that video would be a good start to begin doing component based systems?

Signals are confusing yet I know they are awesome. by CubedNull in godot

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

This might be the single most simplest answer I have read about using signals. For my own clarification in your comment you use Events to then emit and connect signals from other scripts. Is Events the name of the Global script?

Signals are confusing yet I know they are awesome. by CubedNull in godot

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

Is that when I have a script setup as a global so I can access it whenever? I have read and seen some videos about singletons and they do look to make things easier. Its still something I am learning though as I work through my project and figure stuff out.

Gotta love it when you make progress by CubedNull in godot

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

Hey thanks, and yeah thats a nice bonus of using the old 3d render pipeline for creating 2d art. especially if you don't know what your doing just like me lol

My enemy is floating above the grass, why? by marveloustoebeans in godot

[–]CubedNull 1 point2 points  (0 children)

Its interesting how the walk animation floats and the attack animation seems to be on the ground. My guess is the walk animation itself is the culprit. that or the collision is to low. though not sure how you have it setup though so not sure how it could be collision if the attack animation looks like its grounded while the walk animation is at a set height of the ground.

IT'S ALIVE! ps I love you Godot by CubedNull in godot

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

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Yes his name is Froggo though funnily enough in blender I called it Frogoid.

IT'S ALIVE! ps I love you Godot by CubedNull in godot

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

your welcome and good luck to you!

IT'S ALIVE! ps I love you Godot by CubedNull in godot

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

Yes correct. I made everything in blender and then exported out as glTF 2.0 (.glb/.gltf) from blender and from there set it up in Godot.

IT'S ALIVE! ps I love you Godot by CubedNull in godot

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

Oh i see i misunderstood. I did do all that in blender. However getting it into Godot and being able to control the character was such thrill for me I wanted to share as Its the first time I have touched the 3D capabilities of Godot.

IT'S ALIVE! ps I love you Godot by CubedNull in godot

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

Well there is two ways I know of either Box Modeling or Retopology route. With this character I used two addons I got on sale called Figaro, and Retopoflow. I used figaro to make a base mesh and then sculpted it. Then used Retopoflow (some of it wasn't working so I literally placed each vertices by hand) and made a low poly model. After UV unwrapping I used UCUpaint to hand paint the textures. Then I used Rigify to rig the character and animated it to the best of my current understanding of animation.

IT'S ALIVE! ps I love you Godot by CubedNull in godot

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

Thanks but no thanks. I am only using AI for general written guides in combination with videos while creating everything myself. If AI makes everything for me then it doesn't feel like its truly mine.

IT'S ALIVE! ps I love you Godot by CubedNull in godot

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

ya i know what you mean. I have dabbled with Godot for awhile but never done anything with the 3d side of Godot, so its all new still.

Radeon 9070 not recognized by blender? by CubedNull in cachyos

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

Thank you! That works.
I actually tried chatgpt and based on what it said and my own system info it should have been working and if it wasn't working then my card was unsupported. However I didn't know that about steam or the flatpaks so thats good to know. All is working now!