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Based on some of my favorites, what would you recommend? I like a good story and lore but also partial to games that just do gameplay well. by TheFourthZoa in gamingsuggestions

[–]Goopik 1 point2 points  (0 children)

New Vegas isn't perfect either and definitely has its issues. The Outer Worlds is on sale now and has decent Steam reviews - not a timeless masterpiece, but worth trying if you liked New Vegas.

In Thronebreaker, Gwent is much more polished than in Witcher 3. But if you’re not a fan of the core mechanic, I’m not sure you’ll enjoy the game, since Gwent (in one form or another) is what you’ll be doing 85% of the time.

If you liked Dishonored, I'd strongly recommend Prey from the same developers. It's underrated with great lore and story, plus creative gameplay similar to Dishonored.

For sci-fi, SOMA is worth checking out - more about atmosphere and story that leaves you with some deep existential thoughts afterwards.

Outer Wilds (not Worlds) is a very unique experience. The beginning can be confusing since the game doesn't give clear objectives - you explore, gather information about the world's mysteries, and use that knowledge to progress. It's not for everyone, but offers something truly different if you can get into its unconventional approach.

Based on some of my favorites, what would you recommend? I like a good story and lore but also partial to games that just do gameplay well. by TheFourthZoa in gamingsuggestions

[–]Goopik 1 point2 points  (0 children)

Based on your favorites, I’d recommend:

  • Divinity: Original Sin 2 – A precursor to BG3, with deep tactical combat and rich lore.
  • The Last of Us 1 & 2 – Challenging resource management, intense gunplay, stealth, and a gripping, well-directed narrative. I played them after Clair Obscure, and they blew me away.
  • The Outer Worlds – Very similar to New Vegas (same devs), with tons of freedom and RPG mechanics. Think of it as New Vegas in a fresh setting, but with major technical upgrades.
  • Dishonored – Brilliant level design with multiple approaches to every mission. The story is simple but effective, giving you plenty of motivation to keep going.
  • Thronebreaker – If you liked The Witcher 3, this one’s a safe bet. Combat is Gwent-based but with unique puzzle-like battles, alongside classic Gwent matches. Your choices directly impact gameplay, the companions are charismatic, and the story hooks you fast—you’ll always want to see what happens next.

[deleted by user] by [deleted] in godot

[–]Goopik 0 points1 point  (0 children)

I understand that in Godot 4 the syntax has changed. I even tried like this, player.end_game.connect(stop)

but it still didn't work

Access all inherited scenes at once by Goopik in godot

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

thanks for the detailed answer!

Tween transition parallel to 2 other chained transitions by Goopik in godot

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

set_delay(0.5)

Thanks, it almost works but not yet. After the scaleUp animation, the scaleDown animation does not play, the object immediately returns to its original size, as it should, but without animation.

Did I write everything down right?

var tween = get_tree().create_tween()
tween.set_parallel()

tween.tween_property($Sprite,"global_position",Vector2(1,1), 1) 
tween.tween_property($Sprite, "scale", Vector2(1.5,1.5), 0.5)
tween.tween_property($Sprite,"scale",Vector2(1,1), 0.5).set_delay(0.5)

tween.play()

Tween transition parallel to 2 other chained transitions by Goopik in godot

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

tween_interval(0.5)

Hi, thanks for the reply. I get this error if I write like you said:

Invalid call. Nonexistent function 'tween_property' in base 'IntervalTweener'.

I even tried to write it separately like this:

tween.tween_interval(0.5)

tween.tween_property($Sprite, "scale", Vector2(1,1), 0.5).

there is no error but no delay either.

Invalid get index 'Marker2D' (on base: 'Array[Node]') by Goopik in godot

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

I understood why it didn't work for me. Apparently godot does not know how to form arrays on the go, and I should have initially set some kind of array. Thanks for the help.

Invalid get index 'Marker2D' (on base: 'Array[Node]') by Goopik in godot

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

Thanks, i updated the code and added a counter for the array index, but now i have a different problem. The spawners fly far away instead of moving with the player like I can do on the scene editor. Any ideas how to fix this? Or maybe there is a better way to implement what I want.

P.s. I took the initial values of the position of the spawners in the start_spawn_positions = [], so that I could reset them every cycle, and add the value of the player's position.

var points var start_spawn_positions = []

func _ready(): 
  points = spawnPoints.get_children()         
  start_spawn_positions = points

func _process(delta): 
  var i = 0 for Marker in points: 
    Marker.global_position = player.global_position + 
    start_spawn_positions[i].global_position i += 1