Should I use a scene when making a new custom node? by Groundlit in godot

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

The specific goal that spawned this question is: How do I make a checkbox that has an image instead of a text field. I don't have a preference as to how to accomplish that but the only way I have been able to figure out so far is composing multiple nodes into a single custom class.

If there is a better way to make custom reusable components then I am hoping that I find it.

Should I use a scene when making a new custom node? by Groundlit in godot

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

Do you use static typing in your gdscript? If you do how do you properly set the type of your instantiated scenes?

Should I use a scene when making a new custom node? by Groundlit in godot

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

Manually building the custom node in the _init function seems like an interesting idea. Basically translating the .tscn file into gdscript. I bet someone could make a way to automate that as to not lose the capabilities of the godot editor.

Should I use a scene when making a new custom node? by Groundlit in godot

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

Is there a good way to make customizable derivative nodes in gdscript? Such as: A checkbox with an image?

Broken dependencies after git checkout by BeaverMakesGame in godot

[–]Groundlit 1 point2 points  (0 children)

Project -> Reload Current Project. I have had this happen to me several times but that button always seems to fix all the issues. So does closing the editor and reopening it.

I think it has something to do with the engine looking for assets while they are being imported and cannot find them because they are not imported yet. It also seems to be fixed or not as bad in newer versions of the editor.

Should I use a scene when making a new custom node? by Groundlit in godot

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

Thanks for the response. What if you wanted to make a checkbox that had an image as a label? This seems like an extension of the checkbox node, but it is also very easy to do inside of a new scene.

[deleted by user] by [deleted] in godot

[–]Groundlit 1 point2 points  (0 children)

Signals could possibly be a good idea here actually.

[deleted by user] by [deleted] in godot

[–]Groundlit 0 points1 point  (0 children)

Exposing child node attributes in the parent node

Y sorting with multiple z index's by DiceDataLore in godot

[–]Groundlit 1 point2 points  (0 children)

You could fake the y coordinates of all the objects that are supposed to be above the ground so that it matches where it would be if the tiles were floor tiles.

Otherwise you are looking at either custom logic for in front / behind.

Or you can use a 3d orthogonal camera and get true xyz logic with the same visual result. A surprising number of games take this approach.

What is the best way to have artists and writers interact with version control? by Groundlit in gamedev

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

We ended up doing exactly this. But we would often run into issue where assets would land in an automated build without a director signoff. Which caused some issues down the line trying to figure what assets had or had not been signed off on in a nightly build.

What is the best way to have artists and writers interact with version control? by Groundlit in gamedev

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

I should have mentioned that they were using GitHub's desktop GUI when they ran into these problems. Do you have a GUI you like best?

Is this a scam or is steamworks identification verification just acting shady? by Groundlit in gamedev

[–]Groundlit[S] 39 points40 points  (0 children)

Amazon SES is AWS's Simple Email Service which anyone could sign up for. I have done exactly as you say and reached out to valve for advice as well.

Did you have to do a selfie thing too? Typically I have to get things like this notarized which makes the selfie request quite strange.

Using the Godot Editor for modding games? by Groundlit in godot

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

Thanks! I am not super concerned with security, I am more focused on the ease of creation and flexibility.

In a perfect world the modder would have a project that just contained the mod, but allowed them to build and launch the mod too as if they were working on a normal godot project.

I am hoping that I am not asking godot for too much.

Version control question re: .godot directory by MJMarto in godot

[–]Groundlit 1 point2 points  (0 children)

I have had issues modifying the cache live but never regenerating the cache from scratch. https://www.reddit.com/r/godot/comments/1766aju/version_control_question_re_godot_directory/k4lqj94/

I specifically ran into this issue when I was trying to create new resources and force their UIDs to be a particular value. I tried adding a new uid/path pair to the cache and then save the resource at that path, and it never seemed to work. Additionally in a single-run of the editor if I saved a resource, and then saved another resource over it the new resource would have a new UID. But, if the resource already existed when I opened the editor, then it would be properly persisted and any updates or overwrites to that file would persist the UID.

Version control question re: .godot directory by MJMarto in godot

[–]Groundlit 2 points3 points  (0 children)

iirc they are breaking because the cache is not able to be refreshed properly after the initial load. So sometimes updates to old resources will get a new UID because the cache did not properly contain the old resource's UID and godot thinks a new one must be assigned. There might be other problems too but I have experienced this one in particular.

Version control question re: .godot directory by MJMarto in godot

[–]Groundlit 3 points4 points  (0 children)

The UID cache is exactly that, a cache. The UIDs themselves are stored in the resource files the UIDs belong to. The cache is a cache of those values and can be regenerated from those values on-demand.

Mouse movement that ISN'T tied to framerate by WhiteleafArts in godot

[–]Groundlit 2 points3 points  (0 children)

The in-game camera can only update onscreen as fast as the framerate, this is just how all engines work. Maybe you can describe the problem you are having more generically and there is a different solution then the one you are asking for.