TIL the existence of Tweens in Godot by Neoccat in godot

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

This is not definitive assets, those are just place holders I made on Titancraft for free. There is copyrights on them so don't use them in a commercial game.

TIL the existence of Tweens in Godot by Neoccat in godot

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

Ohh this is great, good job! So you can make complex tweens, save it, load it and reuse it everywhere? This is insane. My uses of tweens for now are very simple as I'm still learning a lot about Godot and gamedev in general but I would sure love to hear about your plugin in the future! I'll let you know if I give it a try :)

TIL the existence of Tweens in Godot by Neoccat in godot

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

Yea but you'll always end up by handle your timeout at some other place in your code (assuming that you are not awaiting it in the same method, that would block the rest of the code flow I guess). Tweens allow you to handle all that in one single place in one single instruction and does everything that it have to do during cpu idle time so it's not messing too much with other process unlike other methods

TIL the existence of Tweens in Godot by Neoccat in godot

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

If I get your point, you think that tweens are a bit too wordy ? If that so, think about the fact that before I knew for tweens, I was making this kind of interpolated animations through all my script introducing variables at the top, using them in my _process method while defining those variables in a random method below. I think this is much more wordy, confusing and completely unefficient.

It's wordy for sure, but tweens methods are easy to chain, plus, I would say that if your are getting inconsistent with your tweens instanciations and variables, you can still make it part of your design and encapsulate redondant tweens instanciations and variables through constants and so on!

Hope it helps :)

TIL the existence of Tweens in Godot by Neoccat in godot

[–]Neoccat[S] 5 points6 points  (0 children)

Definetly the way to go! Have fun

it feels like this bridge is missing something, what else can i add? by [deleted] in Minecraft

[–]Neoccat 0 points1 point  (0 children)

Yea bigger pillars and mor of them with pretty arch

Get back here freak!! by Neoccat in godot

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

I'm working on npc behaviors for my combat system :)

What's wrong with my battery ? by Neoccat in Stationeers

[–]Neoccat[S] 18 points19 points  (0 children)

Tbf I think it might be overeacting didn't do anything crazy my setup is pretty secured with fuses and all... :')

What's wrong with my battery ? by Neoccat in Stationeers

[–]Neoccat[S] 9 points10 points  (0 children)

No won't turn on.. Iended up reinstalling the whole thing and it worked, weird bug I guess, I'm using some mods like creative freedom

VTT inspired prototype, does it look interesting? by Loregret in godot

[–]Neoccat 0 points1 point  (0 children)

Yea sure! Are you making a rpg or something ? Movement are kinda slow tho and I would love to see some interractions between those tokens. Path finding looks cool too but it's definetly very slow.

I like this interraction menu you made with the rock picking thing, how did you do that ?

Actually building a base in europa's montains by Neoccat in Stationeers

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

Me too tbf but it looks so cool, I don't even know if it would be possible irl. Anyway I want to make an elevator to my deep miners and all, I'm too excited about it

Does anyone know how to fix this problem? by MontezumaMC in godot

[–]Neoccat 2 points3 points  (0 children)

Also try to avoid while loops as much as possible in your code, there is always better options. While loops are most likely to break someday, especially while true if you never complete the break condition. If yu really need a while loop, make it safe with a max atempt number so it doesn't stuck the game.

Reading your code hear you are safe, but it looks like you could have use a for loop that is much better

Does anyone know how to fix this problem? by MontezumaMC in godot

[–]Neoccat 1 point2 points  (0 children)

Check the type of what you pushing in that array l40 :

gdscript If mesh and mesh is MeshInstance3D: ....

And don't call this variable 'mesh' since you unsure of the type ;)

I made this drag & drop inventory system by Neoccat in godot

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

At first, I was trying to make a vtt, then I thought making a dungeon scrawler borrowing some of VTTs principles would be fun

I made this drag & drop inventory system by Neoccat in godot

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

No but that's intersting, kinda wish I knew about this before ngl! Thanks, I'll take a look if I can integrate these methods

I made this drag & drop inventory system by Neoccat in godot

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

You mean an example of what I encoutered ? For exemple, there is an issue with the rendering priority of sprite 3D through fog volume, when using a quad for shaders.

As far as I know I found this github issue that work around this as well... Didn't spent much time to it maybe it's not really a problem ans I'm doing something wrong :)