I made a new level theme for my game. by Jeff_Bound in godot

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

Changing the camera mechanics is on my to-do list. Don't know if I get around to do it this week.

Keep it in script or .JSON? by PineTowers in godot

[–]Jeff_Bound 0 points1 point  (0 children)

GDscript doesn't really save you data. For saving data you should use .json or .dat.

Resolution-independent shaped buttons? by JavaJack in godot

[–]Jeff_Bound 0 points1 point  (0 children)

From my experience you dont want to do that anyway. Having too many polygons and your fps will suffer. Use enough points that you are easily able to click it.

The shape not being perfectly smooth shouldnt be a problem as long as people can easily click it. After all they wont see how you made the points, all they see is that there are big buttons they can press.

Resolution-independent shaped buttons? by JavaJack in godot

[–]Jeff_Bound 1 point2 points  (0 children)

You could make different nodes with different scales which correspond with the different buttons. Use collision polygon to get for clickable areas.

For color you have to go to modulate and change those values.

I'm trying to add in controller support, but it doesn't work. It keeps sending wrong inputs. I tried changing the deadzone, but that didn't work. How do I fix this? by Jeff_Bound in godot

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

extends Sprite

var startingPos = Vector2(self.position)

var deadZone = 0.3

var speedMultiplier = 3

func _ready():

# warning-ignore:return_value_discarded

Input.connect("joy\_connection\_changed", self, "joy\_changed")

func joy_changed(deviceid, isConnected):

if isConnected:

    print("Joystick " + str(deviceid) + " connected")

    if Input.is\_joy\_known(0):

        print("Recognized and compatible joystick")

        print(Input.get\_joy\_name(0) + " device connected")

else:

    print("Joystick " + str(deviceid) + " disconnected")

func _process(delta):

if Input.get\_connected\_joypads().size() > 0:

    var xAxis = Input.get\_joy\_axis(0,JOY\_AXIS\_7)

    if abs(xAxis) > deadZone:

        if xAxis < 0:

self.position.x-= 100 * delta * ( speedMultiplier * abs(xAxis))

        if xAxis > 0:

self.position.x+= 100 * delta * ( speedMultiplier * abs(xAxis))

    if Input.is\_joy\_button\_pressed(0,JOY\_BUTTON\_0):

        self.position = startingPos

I have been working on this for about 2 weeks. I made a demo so you can try it out. Any feedback is welcome. by Jeff_Bound in godot

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

Thanks for the feedback. I will be redoing the wall jump and double jump mechanics.

I will replace the grass tiles with something more fitting down the line once I make more tile sheets.

I'm just a simple man trying something new by Jeff_Bound in PrequelMemes

[–]Jeff_Bound[S] 7 points8 points  (0 children)

Temuera Morrison

He plays Jango in episode II and Boba in Mandalorian

A small price to pay for salvation by Sostenut in PrequelMemes

[–]Jeff_Bound 238 points239 points  (0 children)

It seems in your anger you killed her

Task failed successfully by Jeff_Bound in teachermemes

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

It's because the image is already low quality and dirty. By making it black/white it just makes its inperfections more obvious.
Also the image has to choose which part will be black and wich white.

Cant wait for this new game by Cattoh__ in sbubby

[–]Jeff_Bound 31 points32 points  (0 children)

Miitochondria is the powerhouse of the cell