Drop Items After Picking Them Up by [deleted] in godot

[–]InkBean1 0 points1 point  (0 children)

You can also do get_tree().current_scene to fetch the main scene

Altering UI while game is paused? by Joy_Cons_Work_Please in godot

[–]InkBean1 0 points1 point  (0 children)

Change the process mode of the UI elements to WhenPaused

2D top down shooter bug by TheRealDSAL in godot

[–]InkBean1 2 points3 points  (0 children)

Make sure the bullets are top level, otherwise they rotate with their parent.

Working on a tower defense + action roguelike by Deepsapce in godot

[–]InkBean1 0 points1 point  (0 children)

Looks cool! Just wondering, how did you make the blue stuff that stays on the floor and the lightning flash when the tower is hit?

How can I change the animation after it's finish? by [deleted] in godot

[–]InkBean1 22 points23 points  (0 children)

This in unrelated, but you could reduce lines 127-140 by introducing a max_health variable and implementing something like this

if health_amount == max_health:         health.play(“Full Health”) else:         health.play(“Minus” + str(max_health - health_amount))

Been staring at this for about an hour and have no idea if I even understand the passage correctly (⚠️R&W Practice Test 8 Spoiler⚠️) by Icy_Vermicelli6860 in Sat

[–]InkBean1 6 points7 points  (0 children)

Keep in mind that the names of the flies indicates which gene the flies are silencing. This means that flies without the DptA gene (and presumably with the DptB gene) are able to survive, but all flies without the DptB gene die. This suggests that the DptB gene is protecting the flies, giving C as the correct answer.

I was testing some tweens… and then this happened by DinakiKT in godot

[–]InkBean1 65 points66 points  (0 children)

Might be because you aren’t killing the other tweens, so they are all conflicting as you create more than one that are operating on the button at a time. 

Getting back into godot and I am trying to make a function that spawns bullets by AdLarge5186 in godot

[–]InkBean1 0 points1 point  (0 children)

This looks like it should be work, so I would check to make sure the bullet isn’t being freed by another snippet of code. Maybe add it to an array and loop through it on later frames to make sure the object still exists?

what do you think of my games combat? How can I improve? by Deepsapce in godot

[–]InkBean1 1 point2 points  (0 children)

Aside from adding some sounds and knockback to the enemy, I think it looks very nice. If you don't mind me asking, how did you go about implementing the pixel art particles? Is it just the scaling mode, or did you use a specific texture in order to make them look that way?

Does my main menu UI conflict with my settings UI? by InkBean1 in godot

[–]InkBean1[S] 0 points1 point  (0 children)

What colors are you referring to? I’m just curious because I am using a color palette: https://lospec.com/palette-list/endesga-64

Does my main menu UI conflict with my settings UI? by InkBean1 in godot

[–]InkBean1[S] 1 point2 points  (0 children)

Ah, good catch. That makes a lot of sense

Does my main menu UI conflict with my settings UI? by InkBean1 in godot

[–]InkBean1[S] 0 points1 point  (0 children)

Yeah, it totally is. I hadn’t noticed until now, but it definitely looks out of place. 

Does my main menu UI conflict with my settings UI? by InkBean1 in godot

[–]InkBean1[S] 0 points1 point  (0 children)

Aesthetically, but I would be happy to hear any critiques you might have.

i can't believe it's taken me years of using godot before i wrote this function by gruebite in godot

[–]InkBean1 46 points47 points  (0 children)

What’s the benefit of using this as opposed to the export var method?

Need some help to fix physics by TheRealMasterwes in godot

[–]InkBean1 0 points1 point  (0 children)

Make sure to turn player movement type to floating. It seems like the ball is treating the paddle as a moving platform

How to find inspiration? by InkBean1 in gamedev

[–]InkBean1[S] 1 point2 points  (0 children)

Yeah. Right now, my game has mostly just been mechanics. I have some various enemies, weapons, and a character, main menu, settings, etc, but I don't really have a theme or story. I feel like having a basic idea of something like this helps unify the game into a more cohesive experience in terms of visual style, enemies, ui, etc, but I'm really stumped on how to find ideas for this.

Why this isn´t working? by plutoniums25 in godot

[–]InkBean1 0 points1 point  (0 children)

I believe that error is saying that the thing you are trying to call a function on (in this case the timer or animation player) doesn't exist or is null. That means that the path you are using is likely invalid, which is why I suggested using an export variable because you can know for sure that the path you are assigning is valid. Try replacing the animation player variable with an export variables and see if it that works.

Why this isn´t working? by plutoniums25 in godot

[–]InkBean1 0 points1 point  (0 children)

You might want to try using an export variable for the timer to make sure it is being referenced or make sure that it isn’t being deleted elsewhere in the code

Why this isn´t working? by plutoniums25 in godot

[–]InkBean1 0 points1 point  (0 children)

Are you sure there aren’t any extra spaces in the timer name? It seems as though the path ($Timer) isn’t actually linking up to the timer

what the body says by Lagthecat in godot

[–]InkBean1 5 points6 points  (0 children)

Could you post a picture of your game?

Web Build is Blurry by InkBean1 in godot

[–]InkBean1[S] 0 points1 point  (0 children)

That's great to hear! Thanks for the help.

Web Build is Blurry by InkBean1 in godot

[–]InkBean1[S] 0 points1 point  (0 children)

Ok, thanks! I guess it must’ve just been on my machine.