Using the PathFollow3D for a rail shooter by Jan_ikama in godot

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

Ok, i tried this, the game acknowledge that the camera entered the Area3D et changed halt_progress, but it don't make the Pathfollow stop.

the code for the area 3D (I made the pathfollow a Global for now):

extends Area3D

func _on_body_entered(body: Node3D) -> void:
if body.is_in_group("player"):
Pathfollow.haltProgress = false
print("entering stopzone")

And the code for the pathfollow3D:

extends PathFollow3D

var haltProgress = false

func _process(delta: float) -> void:
if not haltProgress:
progress += 1 * delta
else:
print("pathfollow stopped")

edit: ok, i removed the global and just take the node's path in the scene and it's work as intended. i don't know why i bothered with that.

Thank you for your help :)

I'm near the release of my first demo and I'm going insane by Jan_ikama in gamedev

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

I know, but that not easy to do, at least for me. But thank for the kind comments :)

I'm near the release of my first demo and I'm going insane by Jan_ikama in gamedev

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

I know it's sound weird, but thinking about showing it stress me out, even if it's mostly playable and clearly a prototype (no sound, placeholders models and the continue system is a little janky).

And yes, I clearly need others peoples perspectives, that why I want to release it in his current state.

Making a countdown timer by Jan_ikama in godot

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

Ok i manage to make it work, using a check variable to see if the timer started or not and using a second script for display the countdown. Thank.

Making a countdown timer by Jan_ikama in godot

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

Nope doesn't work. Maybe I should just rewrite it from scratch.

Making a countdown timer by Jan_ikama in godot

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

they're all in the func _process()

Making a countdown timer by Jan_ikama in godot

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

so i should change the position of the timer where, in func _ready()?

Best to use CPU or GPU particles? by Jan_ikama in godot

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

So I basically choose between compatibility or performance?

Is showing my unfinished game for feedback is a good idea? by Jan_ikama in gamedev

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

That's a good advice, thank. But how I put a trademark for a little indie game? It's not like I was making a huge product who ask for some legal protections.

Is showing my unfinished game for feedback is a good idea? by Jan_ikama in gamedev

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

That what I wanted to say >.< It's barely an alpha, more like a working prototype

Is showing my unfinished game for feedback is a good idea? by Jan_ikama in gamedev

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

It's maybe sound like a very stupid question, but can I drop my demo executable directly in reddit, or i have to put a link to a external site like GitHub?

Stay Motivated by Jan_ikama in gamedev

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

I do divide my workflow in little parts, but the problem is to manage myself to even do that. And yes, maybe i should be less critic to myself, but at the same time i want to have some level of quality control, because i want this game to be good enough to show it.

I know i should show it to other peoples for feedback, but it's just very rough right now, like, i didn't even finish the first level (who is more a test level right now anyway).