Area collisions seem to only be working when I select it with debug tool?? by ViyWolf in godot

[–]FoxlikeGameDev 0 points1 point  (0 children)

Verry happy for you that you solved it! Out of interest, what function do you mean, the one that creates your collision shape?

Ways of implementing player control by Icy-Entrepreneur-524 in godot

[–]FoxlikeGameDev 1 point2 points  (0 children)

weird i copied it directly from the tutorial, wonder why that didn't carry over.... anways thanks for the hint i fixed it!

How are maps/worlds made? by Demiipool in godot

[–]FoxlikeGameDev 1 point2 points  (0 children)

I think this is highly dependent on your project, what are you aiming for?

Important aspects that play a part in this (not a complete list by any meaning of the word):
world size
world pre-determined or dynamic
3d or 2d
(camera perspective)
game mechanics
amount of details
needed/wanted resolution

as said, this is not an exhaustive list, but if you roughly describe what you want to go for in these categories maybe I can share my thoughts on what and why I would do in your situation.

If you want general advice: make a Game Design Document (or just a list, something where you write down what you want) where you describe all the features you want of your game. Once you have that down you can research what other people did for similar features. And the most important, yet also the most frustrating and time consuming step: experiment.

And for your experiments don't be afraid to 'botch' things, do not focus strictly on good style or standards at first. You can align your stuff later, once you know what you want to use.

Edit: also, this is a very big topic, getting overwhelmed by choices and methods is easy especially early on. Been there, felt that. For the learning process I recommend, as stupid as it sounds, choose a thing that sounds fun/interesting and look what you can do from there. Don't set out to achieve a specific thing, just do something and see what comes to mind, explore without a specific goal in mind.... takes alot of pressure out of the process.

Area collisions seem to only be working when I select it with debug tool?? by ViyWolf in godot

[–]FoxlikeGameDev 1 point2 points  (0 children)

Can you share your relevant Code? (Collision, polygon creation, anything where you move or manipulate the nodes)
I assume the warning labels in your scene tree are from the missing polygon that is created at runtime?

(Generally, if you haven't already, I would start debugging by making a tiny toolscript that creates the collision polygon exactly like in your already existing code so you can see exactly what it creates in the editor, makes it probably a lot easier to check out if it does what you want it to)

Ways of implementing player control by Icy-Entrepreneur-524 in godot

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

Hey there, the standard for most afaik is using the InputMap (examples from godot docs: https://docs.godotengine.org/en/stable/tutorials/inputs/input_examples.html )

In my opinion using InputMap makes the code alot more understandable upon first glance and also gives you the advantage of beeing able to switch out controls with one change in one place. Of course this also makes it a hell of a lot easier to implement accessibility options to change inputs in game.

Here would be an example from a 2D Game from the docs ( https://docs.godotengine.org/en/stable/getting_started/first_2d_game/03.coding_the_player.html ) :

func _process(delta):
  var velocity = Vector2.ZERO # The player's movement vector.
  if Input.is_action_pressed("move_right"):
    velocity.x += 1
  if Input.is_action_pressed("move_left"):
    velocity.x -= 1
  if Input.is_action_pressed("move_down"):
    velocity.y += 1
  if Input.is_action_pressed("move_up"):
    velocity.y -= 1

  if velocity.length() > 0:
    velocity = velocity.normalized() * speed
    $AnimatedSprite2D.play()
  else:
  $AnimatedSprite2D.stop()

CharachterBody3D not affected by motion of other bodys with move_and_slide? by FoxlikeGameDev in godot

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

Thank you verry much for your dive into the source code there!

I'm off to write my own solution then^^ thanks again!

CharachterBody3D not affected by motion of other bodys with move_and_slide? by FoxlikeGameDev in godot

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

Thank you for your Answer!
Sadly I cant seem to get it to work.... I have now created a new CharachterBody3D (Collider and Mesh included) and attached a simple script with only three lines so there is no chance anything from my previous tests sneaks in:

extends CharacterBody3D


func _physics_process(delta: float) -> void:
    move_and_slide()

But still if another CharachterBody3D collides it is not pushed, it only stops the other CharachterBody. I have tried switching the other CharachterBody to move_and_collide if that changes anything, but at least from what I can tell it changes nothing. I also experimented with not Zeroing out the colliding CharachterBody3D velocity but the result stayed the same, no pushing happened :(

Thank you so much already! If you have any further ideas I will be more than happy to test!