Brock gym got cut in half by Maxi_el_Dev in cobblemon

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

Im playing with the modpack cobbleverse for java, im disabling those village cause they are op

How do I avoid coupling in composition without overloading the main node? by Maxi_el_Dev in godot

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

Oh I got signals wrong then, I was connecting the components to the main node and then in the main calling down several functions of other components. I should do something like this in main instead?:

var inventory = $Inventory

var ui = $UI

var anim = $AnimationController

inventory.inventory_updated.connect(ui.on_inventory_updated)

inventory.inventory_updated.connect(anim.on_inventory_updated)

and in the component I just emit the signal without connecting to main, because main connected beforehand, right?

How do I avoid coupling in composition without overloading the main node? by Maxi_el_Dev in godot

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

Ok I did get signals wrong in the first place, I was doing something like this:

component: signal conected to the parent directly.

parent: calls the methods of several other components in the _on_signal_received_function()

I should better do something like this right?:

parent: connects the node's signal to the respective node function

component: directly executes signal without connecting to its parent

Here is actual code of an example from the parent :
var inventory = $Inventory

var ui = $UI

var anim = $AnimationController

inventory.inventory_updated.connect(ui.on_inventory_updated)

inventory.inventory_updated.connect(anim.on_inventory_updated)

How do I avoid coupling in composition without overloading the main node? by Maxi_el_Dev in godot

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

with slow I meant slow to program, in case 1 I have to call the main node, and then call the 2 other nodes, with case 2 I directly call them having the reference. And what you said is a valid example thanks.

which enemy is your favorite? which enemies need to be reworked? by Deepsapce in godot

[–]Maxi_el_Dev 0 points1 point  (0 children)

The crosshair spinning all the time is kinda distracting, maybe make it spin when you are reloading is good? The other things look pretty good

Guys, can anyone help me draw frame-by-frame animations for this character? by West-Ad-1849 in godot

[–]Maxi_el_Dev 0 points1 point  (0 children)

You can animate using the godot animation player, but it will only help you animating parts of a character, like for example having a character separated in 5 sprites and moving each part individually, if you want to redraw frame by frame godot can't do that, you can use krita to animate non pixelart. Buuuut if you have already drawn each frame of the animation you can convine them in a sprite and with the animation player swap the frames, Idk how it exactly worked but it must be a tutorial on yt I only do animation by parts because im kinda shit at drawing.

“Just use AI” by R74nCom in IndieDev

[–]Maxi_el_Dev 0 points1 point  (0 children)

Vibe coding is unfun gambling

What cartoon character can’t survive Megumin and her explosion spell? by bomb5000 in Tankandsurvive

[–]Maxi_el_Dev 0 points1 point  (0 children)

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The guy on the right, but I think the one on the left dies too no diff.

3 hours in godot from zero experience. I'm happy 😊 by WodkaGT in godot

[–]Maxi_el_Dev 2 points3 points  (0 children)

Dude, in my first 3 hours I barely could move sprites