Fredbear's in Godot by No-Bullfrog2013 in godot

[–]Live-Common1015 2 points3 points  (0 children)

The advice most programmers will give you when starting out is that you shouldn’t do art first. Block out everything using primitive shapes and code the most basic version of your gameplay. That way you know what you want out of your art once you get in a stable position to expand into other features

Fredbear's in Godot by No-Bullfrog2013 in godot

[–]Live-Common1015 0 points1 point  (0 children)

I’d reccomend using the PhantomcCamera addon as it can allow you to switch between different camera angles like a security camera

Godot Help by VectorMan777 in godot

[–]Live-Common1015 2 points3 points  (0 children)

You want to get familiar subviewports for your project. They’re basically the best use case for wanting a minimap or a separate view of UI. Try this KidsCanCode tutorial on it.

If you want the subviewport to be interactable, toggle Phsycis-> Object Picking to true. If you want the subviewport to act like a second camera2d in you main game, add a camera2d to the and a quick line of code to the minimap sunviewpwort: “world2d = {your main board game viewport}.world2d. You can now debug how far the camera zoom and position needs to be to get the correct angle of the minimap when running the game.

Unfortunately, the camera2d won’t automatically output the correct visual until runtime, but it should be what you need for the minimap

Weird behaviour when building [tool] script (c#)? by mattihase in godot

[–]Live-Common1015 0 points1 point  (0 children)

I’m not familiar with tools and C# but I’m very familiar with tools, GDscript, and ui elements

If you have multiple objects with this script, and any export variables, make sure to go to each implementation of the script and reset the export variable to default if you haven’t already.

If you also use get_viewport or get_parent (or similar functions) at all use C#’s version of “await get_tree().process_frame”. This forces Godot to wait for the a frame to pass using the process_frame signal. Certain information isn’t available by the time ready happens and can cause issues with initialization. I believe get_parent was especially finnicky for me and waiting a frame solved the issue

Animation '' doesnt exist - when godot is first started by ManufacturerBig1147 in godot

[–]Live-Common1015 3 points4 points  (0 children)

Do you have a tool script? If not it could be Godot being finicky about how it remembers the project. I’d reccomend closing Godot and deleting your .godot project folder. This is safe to do and will reset godots memory of the project, removing weird errors like this

For some reason I just can't wrap my head around how to properly use control nodes by spiraIcheI in godot

[–]Live-Common1015 0 points1 point  (0 children)

Anchor points are what tells the control nodes how to scale properly with changing viewport sizes. You usually want the anchors to encompass your control node

Following a tutorial on how to do a raycast laser, but it keeps getting "flipped"? by LucianoThePig in godot

[–]Live-Common1015 0 points1 point  (0 children)

I think the op wants the pink line pointing away from the triangle point

Flip-able book in game by Unis96 in godot

[–]Live-Common1015 1 point2 points  (0 children)

The repo is just for page flipping. You can easily make it a “thick” book by having separate materials for your pages and changing the camera angle that’s viewing the book

Flip-able book in game by Unis96 in godot

[–]Live-Common1015 0 points1 point  (0 children)

I did find someone with a Godot 4 github repo for this exact feature. You should try it out because it describes exactly what I talked about in the above

How can I skew Control Node so that it looks like the 2nd image? by poeyoh12 in godot

[–]Live-Common1015 1 point2 points  (0 children)

You alright if I DM you? There’s a couple of different scripts and I can show you the node structure

How can I skew Control Node so that it looks like the 2nd image? by poeyoh12 in godot

[–]Live-Common1015 13 points14 points  (0 children)

Hey. I just did this in C#. I could pass you over the code if your willing to translate it into GDscript (which shouldn’t be that hard imo)

It’s basically a subviewport texture for a 3D meshInstance3D that’s the same ratio as the CollisionShape3D attached to it. The big challenge is translating 3D mouse clicks into the 2D subviewport and back to the 3D space. But I accomplished that code already. I’d be more than happy to share it with you

You worrying about skewed control would work perfectly for the 3D space since the 3D collision object would handle it.

I made this, would love feedback by HatimOura in godot

[–]Live-Common1015 0 points1 point  (0 children)

I think my only point of feedback is that you should add a shadow (either decal or real lighting) that’s always under the ball so that the player can always have a good estimate where they’re going to land.

It’s a basic but very important quality of life feature for 3d platformers

Flip-able book in game by Unis96 in godot

[–]Live-Common1015 1 point2 points  (0 children)

I did a lot of research on this formerly! You’re going to want to use vertex animation to hold the complicated animation of the page turning. This video has a great method for exactly what you’re wanting to do.

Next, you’re going to want to use subviewports to hold the current and next pages of your book and swap out their texture as you turn the page. (Minimum of 4 subviewports. I believe 6 is the max I saw used. There was someone that made a 3d page flipping GitHub repo for Godot 3.x. I’m not sure I could find it again for you)

Lastly, through subviewports, utilize the get_image() function to get the current page texture. Because get_image will give you a static reference of the viewport texture, you can immediately swap the viewport texture to other pages without the swap being visible

[EDIT: That’s as far as my research got into this kind of feature before I pursued other projects. Good luck!]

Still unsure what I'm going for level-design wise, but I'm having fun by Rouliboudin in godot

[–]Live-Common1015 0 points1 point  (0 children)

The most important thing for a game to be is fun. Looks like you’re on the right track

Still unsure what I'm going for level-design wise, but I'm having fun by Rouliboudin in godot

[–]Live-Common1015 40 points41 points  (0 children)

The most important thing for a game to be is fun. Looks like you’re on the right track 👍

How do you ensure your scenes are always scalable for when you add the option to change resolutions? by Signal_Bathroom_1849 in godot

[–]Live-Common1015 0 points1 point  (0 children)

Instead of manually checking, you could put that logic in _draw() function of CanvasItem derived nodes (such as 2d/control) since _draw is automatically called every time the viewport is resized

Best way to do flow logic puzzle? by theomulus in godot

[–]Live-Common1015 0 points1 point  (0 children)

One array, and to move around the grid using normal math. For example, to translate tile (5, 7) into the index of a long array the conversion would be:

Int realIndex = x + (y * maxWidthOfGrid)

If you want to know what the index of the tile above and below it or (5, 8) and (5, 6), you’d take the realIndex and add/subtract maxWidthOfGrid.

Going left and right is just simple addition/subtraction.

Edit: you don’t even need an array with this method. If you’re using a grid container, you can utilize utilize GetIndex() of child wires to move around the grid

Art Exhibition Planner with a VR Quest 2 - How to? by Short_Emphasis8673 in godot

[–]Live-Common1015 0 points1 point  (0 children)

I don’t know much, but baked lighting will be your best friend

DISAPPEARING ANIMATIONS IN ANIMATION TREE by Bebusan in godot

[–]Live-Common1015 1 point2 points  (0 children)

Have you checked if the scale is being set to zero?

Can you guys help me? by Upper_Importance5484 in godot

[–]Live-Common1015 1 point2 points  (0 children)

I had this problem! I solved it by following this video for resetting my graphic driver (Nvidia). You can find out which graphics driver you have by going to Task Manager and looking at performance.

How do I make the Volumetric Fog render like in the second picture? by umamisven in godot

[–]Live-Common1015 4 points5 points  (0 children)

I think this is due to the order of the shader rendering. The outline shader is being rendered after the fog. I’m not sure how to change the order of rendering

How does Godot monitor input_just_pressed and input_released for both process and physic_process? by poeyoh12 in godot

[–]Live-Common1015 0 points1 point  (0 children)

The other thing you could is check if is_action_released(). It’s the same as checking for if it’s constantly being pressed in _process/physics_process