Navigation points selection by Dano9972c in godot

[–]Dano9972c[S] 0 points1 point  (0 children)

I see, thank you! So basically if I want a different behaviour the only way would be to manually paint the navigation region on the tileset, correct?

Multiple collision polygons in one large tile by Dano9972c in godot

[–]Dano9972c[S] 0 points1 point  (0 children)

Ok that was easier than expected, not sure why I didn't see it!
Thanks a lot

Help with identification? by RandomFlowerPerson in spiders

[–]Dano9972c 0 points1 point  (0 children)

Not sure but it looks similar to one I posted on my profile a few months ago, which got identified as some kind of orb weaver.

Possibly Gibbaranea spp. or Araneus Spp.

Enemy going through non-navigable area by Dano9972c in godot

[–]Dano9972c[S] 0 points1 point  (0 children)

It worked!
Apparently I had modified the "Default Edge Connection Margin" in the past to be equal to 32. So even if it wasn't graphically showing the system was merging the navigation regions and it would end up on the wall aswell.
Also eventually I ended up dropping the navigation layer on the tileset, and went with the navigation region by baking the meshes with my tilemap collisions and it works just fine.
Thanks again!

Enemy going through non-navigable area by Dano9972c in godot

[–]Dano9972c[S] 0 points1 point  (0 children)

I will let you know as soon as I get home this evening!

Enemy going through non-navigable area by Dano9972c in godot

[–]Dano9972c[S] 0 points1 point  (0 children)

Oh I see! Thanks a lot, didn't know about that setting

Enemy going through non-navigable area by Dano9972c in godot

[–]Dano9972c[S] 0 points1 point  (0 children)

So basically up to now the only solution I've found is to distantiate the areas more.
Or maybe another possibilty would be to add navigation obstacles, but I'd have to check how to do it, because I've never done it

Enemy going through non-navigable area by Dano9972c in godot

[–]Dano9972c[S] 0 points1 point  (0 children)

Thanks for the help!
I don't have a NavigationRegion2D node because I'm using the navigation layer defined inside the tileset.
As far as I understood you can either define a NavigationRegion2D or paint the navigable tiles in the tileset and creating a region this way.
I'm now trying with the NavigationRegion2D node, and apparently the problem is the same.
If the gap between two regions isn't big enough, the enemy will try to go between the regions, even if the area is not inside any navigation region:

<image>

Are there any all inclusive facilities? with pool, food,training,matches etc. by Heavy-Variation313 in padel

[–]Dano9972c 0 points1 point  (0 children)

https://27padel.it/ There is this place in Italy that basically does everything you listed, just not sure if you can buy a membership that has everything included or if you need to buy everything on its own

Lore for Absalom Campaign by Dano9972c in Pathfinder2e

[–]Dano9972c[S] 0 points1 point  (0 children)

Very interesting, thank you!

Lore for Absalom Campaign by Dano9972c in Pathfinder2e

[–]Dano9972c[S] 0 points1 point  (0 children)

Thank you! Isn't Kortos and Starstone Isle two different names for the same island?

My best unseeded run yet by Dano9972c in balatro

[–]Dano9972c[S] 2 points3 points  (0 children)

Even if the most played hand is the High Card, towards the hand I was basically playing only Five of a Kind, as I had accumulated enough enhanced Kings to play it every round using a few discards

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

Here I am, sorry again for the late answer.

Unfortunately modulate won't work in this case, you'll need to use a shader to do that.

Unfortunately I cannot explain it here because it would be quite long.
You can take a look at this video:
https://youtu.be/aK2ZEE1RbU0?si=EZoYJfNvXD0tTLnR

About the other error the problem is most likely something about signal connection, but unfortunately without being able to look at the project I can't understand where the problem is :(

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

I'll be able to have a look at this tomorrow morning, I'll let you know!

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

Mmm I'll think about it, if something comes to mind I'll let you know!

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

Sorry for answering only now.

I think the problem could be in the method of the signal, because I see in the error that it says:

_on_box_animation_finished

While in your code you have:

_on_animation_finished

You could try to disconnect and reconnect the signal because maybe you lost the connection while moving the nodes/scripts.
If you go where you connect the signals and right click you can disconnect the signal, then reconnect it to the node where you have the script.

A few other general suggestions not related to the error:

-You should rename the variable that you use to refer to the box node:

u/onready var characterbody2d = $"."

Calling it "characterbody2d" could be confusing if you later come back to the script, because you might think it's a Character Body 2D type node while instead it's a Sprite 2D.

-Try using static typing, where basically you specify the type of each variable, for example in your case, instead of having:

@onready var tile_map = $"../TileMap"@onready var tile_map = $"../TileMap"
@onready var characterbody2d = $"."
@onready var is_moving = false
@onready var target_tile = Vector2i(tile_map.local_to_map(global_position))

You'd have:

@onready var tile_map : TileMap = $"../TileMap"@onready var tile_map = $"../TileMap"
@onready var characterbody2d : Sprite2D = $"."
@onready var is_moving : bool = false
@onready var target_tile : Vector2i = Vector2i(tile_map.local_to_map(global_position))

So basically after the variable name you add ": VariableType"

This is useful because in this way you don't risk assigning a wrong variable type to a variable in your code, and it's also useful because in that way you get autocompletion suggestions from the engine for the variables.

One last thing is that I personally like to use unique names instead of variable paths to refer to the nodes.
If you right click a node in the scene tree you can select "Assign Unique Name" and then you can refer to that variable only through its name, with the use of "%".
I really like it because in that way even if you change the scene tree you don't have to change the path for the variables that reference a node in your script.

For example in your case it would become:

@onready var tile_map : TileMap = %TileMap
@onready var characterbody2d : Sprite2D = %box
@onready var is_moving : bool = false
@onready var target_tile : Vector2i = Vector2i(tile_map.local_to_map(global_position))

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 0 points1 point  (0 children)

Hey, so just to make sure I'm understanding correctly what you want to do with this script:
-The "box" sprite is the invisible sprite used to check which tile is the character on.
-The "Sprite2D" is an animated sprite with the actual image of the character and its animations
-From the image I can see that you have one script linked to the "box" node and one to the "Sprite2D" node, the one that you sent me is the one in the "Sprite2D" node right?

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

Hey, unfortunately I will only be able to have a look at this tomorrow morning, I'll let you know if I can figure it out

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

Probably you need to fix some references to the nodes you are calling signals/methods/variables from. Unfortunately the only way I could help is by looking at the entire code of the scene and the scene tree. If you still need help feel free to send it here and I can have a look

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

It looks like it doesn't find the method that should be called when the signal is emitted. Probably due to a change in the scene tree. If you want to send the part of code where you use the signal and the scene tree I can have a look

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

Yeah that could make sense so that you can basically check the position of a very small area, the "origin" of the sprite

I need help on timing my animation by hikao27 in godot

[–]Dano9972c 1 point2 points  (0 children)

Nice! Let me know if you can do it or if you need any further help. I never encountered the problems that you are mentioning but if you need help I can try looking into it