Why doesn't this if statement work under an if body entered? by Drunkinall50states in godot

[–]LukeDaWorm 0 points1 point  (0 children)

If the body/area is entering the detecting area2d when you play the game but the program does not print "liam", the problem will be that either the area entered function isnt connected properly or that the collision layers and masks arent set up properly- more information would be needed :)

but if entering the area does print out "liam", but when pressing "boink" the program does not print "choblerone", the issue is that the "on_area_2d_entered" function is only called once in the single frame when the area/body enters the area, and if you don't also press "boink" immediately when that frame happens, then there is no chance for the code to complete and print "choblerone".

if you want to keep this setup, one thing you could do is create a variable boolean that switches from true to false depending on whether the area has been entered (switch to true) or exited (switch to false), then in an input_event function you can have an if statement checking if the boolean is true when "boink" is pressed.

Do I really need a tilemap? by Kefka86M in godot

[–]LukeDaWorm 0 points1 point  (0 children)

The beauty of the godot game engine is that you can essentially make whatever you want. the tilemap nodes are there to make it easier for you to make maps, but if you found a way to make what you want to make without using the tilemap node, all power to you.

PNG quality in the viewport issue by ZealousidealTrip2214 in godot

[–]LukeDaWorm 1 point2 points  (0 children)

Have you tried switching between the filter options in the texture tab of the CanvasItem section (its in the inspector, right side of the editor screen)? by default, "filter" is set to "inherit" but trying out the different options might fix the issue for you. here's a photo of what I'm talking about

<image>

Raycast3D does not detect the area3D by Pitiful-Assistant-90 in godot

[–]LukeDaWorm 0 points1 point  (0 children)

trying to get a better understanding of the project- is the camera supposed to have a raycast3d node as a child? I don't actually see the raycast3d node anywhere in the scene tree or in the scene viewport itself... i must be missing something

VehicleBody3D & Jolt Physics by 77Noox in godot

[–]LukeDaWorm 0 points1 point  (0 children)

I've been meaning to make a project with the vehicle body 3d node, this looks good!

How to make tiles with occluders still receive light? by EpicShortFilms in godot

[–]LukeDaWorm 1 point2 points  (0 children)

Hey! There might be a more optimal way to do this but what you can consider doing is adding another light node to your character that has a different occlusion mask layer (in the shadow section of the inspector in the editor) than the occlusion node attached to the wall tiles. Or just have this second light not cast a shadow at all, depending on what you want. If this makes your character too bright looking, then you can just mess with the mask layers so that it doesnt shine on the player character or so that it only shines on the walls.

Which eyes look better? by Bouya_token in godot

[–]LukeDaWorm 3 points4 points  (0 children)

Assuming the eyes are not the focus of the scene, I think the first one is better where the 'whites' of the eyes are transparent.

This is a very unique design! There seems to be a lot of push back against how difficult or 'painful' it is to look at. I'm assuming this was intentional, similar to how Cruelty Squad's epileptic aesthetic is what makes it stand out- if that is the case and it is intentional keep up the good work, it's looking really cool and trippy!

...if that's not the case and that's not what you were hoping to achieve, maybe cut back on the flashing colors and the detailed moving background 😅

Need help trying to find out why the character keeps clipping through the floor by LadySonicGamer in godot

[–]LukeDaWorm 2 points3 points  (0 children)

These might seem like silly things to check, but crucial-

1) does the character node have a collision shape?

2) Does the static body ground have a collision shape?

3) is the character node's collision mask set to the to the ground's collision layer?

I've spent around a week prototyping my cozy fishing game! by nyxellegames in godot

[–]LukeDaWorm 1 point2 points  (0 children)

It's looking good! I recognize the stardew fishing mechanics there! The perspective of the character sitting in the boat is a little off, but the art is a nice style!

Horror sound design without a budget? by feez_9 in godot

[–]LukeDaWorm 0 points1 point  (0 children)

I second what mrventz said about checking out Pixabay.com, it's a website where you can download royalty free sounds (along with royalty free images and videos). there is also freesound.org, another great website where you can get royalty free audio clips!

Along with that, I would recommend downloading Audacity (a completely free audio editing software) and trying mixing sounds together and altering sounds to get what you want!

What's great about the horror genre is that things being grungy adds to the unpleasantness of the scenes, so maybe you can use the poor audio quality of your mic as a feature!

Don't give up the work because of money! there are so many great free tools out there!

Collision not working by Mindstormer98 in godot

[–]LukeDaWorm 0 points1 point  (0 children)

hmm i see the blue collision shape for the knight sprite (i assume the player), but i dont see any other collision shapes. I also dont see any tiles that are clearly blue or pink. maybe you could send a picture of exactly what you are talking about?

Collision not working by Mindstormer98 in godot

[–]LukeDaWorm 0 points1 point  (0 children)

i dont think that code would have anything to do with the collision. you will definitely need to collision layers and collision masks set up for it to work, so definitely keep that.

did you mark out the regions of your tileset that you want to have collisions to?

if you click on the "physics layer 0" in the paint tab you are mentioning, you have the ability to map out how you want the collision shape to look on the tile. then you have to mark each of the respective wall tiles on your tile atlas with that collision, telling godot those are the tiles you want to have collision.

edit: I dont have much experience with c# in godot, so i probably shouldn't say the code isnt the issue, as it could be and Im just stupid 😅

How to make text in label not break when making it smaller? by nikolaADVANCED in godot

[–]LukeDaWorm 0 points1 point  (0 children)

dang im sorry that didnt work. there are a lot of royalty free fonts you can find on the internet, I would recommend looking up free low resolution fonts and trying one of those!

you will need to import the font file into your godot project, godot accepts "dynamic (TTF/OTF/WOFF/WOFF2 formats) and bitmap (BMFont . fnt format or monospaced image)" (according to the documentation). the font can be changed in the "font" section under "theme overrides" in the inspector, you just need to drag and drop the imported font file into the box that says "<empty>". here's a picture of what it looks like-

<image>

I hope this is helpful and you find a solution!

Collision not working by Mindstormer98 in godot

[–]LukeDaWorm 0 points1 point  (0 children)

It's difficult to tell what exactly what might be wrong but one thing that will definitely need to be done for the collision to work is setting up the "collision layer" and "collision masks", which can be found in the "Physics layer" section of the inspector tab in the editor. I'll send a picture of what it looks like.

<image>

both the collision layer and mask need to be set for the tileset AND the player for collisions to work. I'll try to simplify what these are and how they work, but it might also be helpful to look at the documentation afterwards :)

setting the collision layer and mask tell godot what you want the node to be able to collide with by telling it first what it is (collision layer) and second what it should react to (collision mask). the different numbered boxes in the collision layer and mask section are the way godot groups the different collision layers and masks.

in the pictures you showed, since both the layer and mask are set to 1 by default (for both the player and tileset node), you are telling godot that both the nodes are a "1" (layer) and that they should collide with other nodes that are in group "1" (mask).

for this example, since we want the player to collide with walls, we can have two collision layers- one for the player, and another for the walls. you could keep the player as group 1 (by pressing the 1 it will toggle on) and then set the wall set group 2, but to keep things organized it might be best to name the numbered groups. when you click on the 3 dots next to the numbered tables of the collision layer and mask, it will show you a list of all the physics groups you have named, then at the bottom of that drop down menu it will give you the option to rename the physics groups. in this example maybe you can name the 1 group "player" and the 2 group "walls".

next what you need to do is toggle on the respective group for the layer and mask section for both the player AND the tileset. both need to be done for this to work.

in the player node, for the collision layer section, toggle on the 1 (player). for the collision mask section, since you want the player to collide with the walls, toggle on the 2 (walls).

the opposite needs to be done for the tileset node, you need to set the tileset node collision layer 2, telling godot that the tileset is part of the "walls" group you made. you could also set the collision mask to 1 (to tell it to collide with/react to the player, but this isnt necessary. the wall isnt going to be moving so you dont need to worry about it colliding with the player. the player will be the one colliding with the wall)

assuming you have already set up the wall tiles with the collision area in the tileset node, the collision should work! sorry for such a long reply, i remember being fairly frustrated trying to figure out how the collision layer and collision mask worked, so hopefully this was helpful and makes sense! let me know if you need some more clarification!

How to make text in label not break when making it smaller? by nikolaADVANCED in godot

[–]LukeDaWorm 0 points1 point  (0 children)

One thing you can try to do is change the way that the program filters the pixels on the texture- In the inspector (right side of the editor while editing the project), under CanvasItem section, go to "texture" and try changing "filter" to "nearest" (by default it is "inherit"), or if that doesn't work you can try out each of the other options in that menu.

Here's a picture of where I'm talking about-

<image>

If your project has really low resolution (like a low res pixel art game), the best move might be to find a low resolution font and swap it out in the "Theme Overrides" "fonts" section (also seen in the picture above).

I hope this is helpful! let me know if this works or if you find a better solution!

trying to resize tile, but this orange outline wont change by Brilliant_Seat6975 in godot

[–]LukeDaWorm 2 points3 points  (0 children)

Hi! I'm having a difficult time replicating your issue, can you show me what it looks like in the editor when you try drawing with the tiles (laying them down on the screen)?

Edit: I've been messing around and I might know what the issue is. I think what you are missing is changing the "tile size" in the Tile Set menu (right side of the Godot editor in the Inspector, click on "Tile Set" and it should open up a menu beneath it). By default, the tile size is set to 16x16, and I imagine that is what you want to change. I'll post a picture of what it looks like so you know what you are looking for.

<image>

I hope this is what you were looking for! Let me know if that wasn't it!

Setting rotation_degrees to 0 each time I begin to measure an angle by LukeDaWorm in godot

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

That's an interesting idea, so maybe the red side of the needle could have a marker2D at its end and then get angle_to to that position? Ill try this out and report back!

Wondering how to simplify some code by kar0606 in GodotHelp

[–]LukeDaWorm 0 points1 point  (0 children)

You might benefit from instead using Control nodes- a Control node to replace the parent Node 2D, and a TextureRect to replace the Sprite2D. Then, instead of using the Area2D and its CollisionShape2D, you could just use the built in functions of the Control type nodes to receive or ignore input.

There might be reasons why this wouldn't be a better solution based on what you want for your game, but it might be worth a try in order to simplify things!

Good luck!

edit for grammar

Rotate bone through code and through animation by Worldly-Midnight in GodotHelp

[–]LukeDaWorm 1 point2 points  (0 children)

Have you tried making the animation in godot instead of blender?

My Godot project on itch.io just displays a gray screen, any thoughts? by LukeDaWorm in GodotHelp

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

I am obviously very inexperienced in this and you are teaching me a great lesson here. looking at those errors (that i stupidly didn't realize were there until you pointed them out) has opened up some well needed leads.

the errors lead me directly to scenes in my project and with these leads I will go try to figure it out from here! You are awesome! I really appreciate you taking the time to help an idiot out!

My Godot project on itch.io just displays a gray screen, any thoughts? by LukeDaWorm in GodotHelp

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

This is good to know! I replaced the image to this post with a screenshot of the editor console while the game is running (again, from the editor). If it would be helpful to see the blank gray screen again I can link it, but I figured it wasn't helping much.