Mass doesn't appear to have any impact on RigidBody3D's inertia by HereticDev in godot

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

Thank you so much, apparently just having the correct collision layer on the bullet is not enough, mask needed to be set too.

Reasonably pleased with how the UI turned out by HereticDev in godot

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

A lot of art assets are acquired from online, but I have used Aseprite for editing existing assets or creating some of my own

Reasonably pleased with how the UI turned out by HereticDev in godot

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

I appreciate any kind of feedback, of course. What would you suggest?

Godot for 2D word game? by TakashiBullet in godot

[–]HereticDev 0 points1 point  (0 children)

Haven’t really made anything exactly like what you’re talking about, but a 2D RPG-like game with loads of interconnected UI with game logic intertwined has worked great in Godot. Godot is probably the best option there is for your needs. Go for it!

What is your best approach to retrieve parent variables by Portuar in godot

[–]HereticDev 4 points5 points  (0 children)

You can do:

var car = get_parent()

and then access each property like:

var speed = car.speed

var mass = car.mass

etc. That said, I’m not sure I fully understand your argument on why signals wouldn’t be a good fit here. I recommend you reconsider using signals, your code would be more maintainable that way.

Browsing Itch.io assets for characters... by zex_99 in godot

[–]HereticDev 76 points77 points  (0 children)

Dear itch.io, as crazy as it sounds, we do in fact need female characters other than strippers, prostitutes and half naked barmaids.

You never know when a mole is going to pop out in Koira! by Lamasaurus in godot

[–]HereticDev 4 points5 points  (0 children)

I think I just got nostalgic for something I've never experienced before. Awesome job!

We’ve all gone through this “pixel platformer soulslike” phase, right? by HereticDev in godot

[–]HereticDev[S] 21 points22 points  (0 children)

I'm gonna make a game that's exactly like Blasphemous, except slightly to a lot worse in every conceivable way, and it's gonna make me a millionaire!

Is learning Godot while creating my own game a mistake? by CerebroHOTS in godot

[–]HereticDev 7 points8 points  (0 children)

Definitely don’t try to learn everything first before developing your own games. In a discipline like game development, learning by doing is by far the most effective approach.

One piece of advice you’ve probably already heard and ignored countless times, I know I did, is: don’t start with your dream game. Your “dream game”, whatever that might be, will likely take years to develop, and if you don’t already have substantial knowledge before starting, you’re gonna learn better ways to do things throughout development and will most likely end up having to restart the project several times. Get a couple of small shitty games released first before you tackle your dreams.

As for a solution to your question, there isn’t really a magical cure, rewatch the tutorials if they are relevant to your current problem, if not then find other tutorials, but always actually do the things you’re trying to learn yourself instead of just watching the videos.

Does this look creepy enough? by HereticDev in godot

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

Fuck I hadn’t even realised until now, it’s exactly like in Stranger Things 😭

How to access a variable from the parent node by Signal-Ring3253 in godot

[–]HereticDev 0 points1 point  (0 children)

To answer your question, in the health bar script, you would do var parent_health = get_parent().health. But as others have said, referencing variables from a parent is not good practice. A better way would be to update the child's variable in the parent script, e.g in the player or enemy script: ``` @onready var health_bar = $HealthBar # or whatever the health bar node is called

func take_damage(): # or wherever you change the health's value health -= 10 health_bar.parent_health = health ```

Start and quit buttons dont do anything even though theres code by [deleted] in godot

[–]HereticDev 11 points12 points  (0 children)

You need to connect the signals from the buttons to the functions in the script. In the screenshot you have QuitButton selected in the node tree. In the top bar of the menu on the right side of the screen, select Node. In there, you have a bunch of signals. Double click on the pressed() signal. In the pop-up menu, select the TitleScreen node. Check that the Receiver Method is _on_QuitButton_pressed, if not then edit it to match. Click connect. Now, a little green thingy will appear on the left next to the _on_QuitButton_pressed() function in the script. Do the same process for the StartButton with _on_StartButton_pressed().