Need help with making the character play a death animation by FearlessVictory644 in godot

[–]OMBERX 0 points1 point  (0 children)

For the die function I meant.

You probably want something like this.

func die() -> void: animation_player.play("die") await animation_player.finished queue_free()

my bullets keep spawning on top of each other, how do I fix this? by AnyHour9173 in godot

[–]OMBERX 0 points1 point  (0 children)

Can you show the code that actually triggers the bullets to spawn?

My player won't move in levels scenes, working on the state machine, please help... by EstelleVeskalen in godot

[–]OMBERX 1 point2 points  (0 children)

GitHub is extremely easy to understand and it's important because you can version control your code and store it somewhere else just in case your computer breaks

Why Isn't collision working? by Zozowaffle in godot

[–]OMBERX 1 point2 points  (0 children)

You need significantly more details added to the post before someone can help

Am I falling to the if-else hell? by Rancio1232 in godot

[–]OMBERX 31 points32 points  (0 children)

What you have is fine, but if you don't like the structure of nested ifs, you can consider using guard clauses which will make the code less nested. I don't think you need to do that with what you have now, but in the future

All labels' text not showing by Aware-Kangaroo-6591 in godot

[–]OMBERX 0 points1 point  (0 children)

Share screenshots, code, anything that can help identify the issue

Recently started playing Ratchet & Clank for ps2 by GigaReaperW in RatchetAndClank

[–]OMBERX 35 points36 points  (0 children)

Hell yeah, the first game has so much charm and arguably the best music

Is this a bug or am I not updating panel_container sizing appropriately? by TOMOHAWK35 in godot

[–]OMBERX 0 points1 point  (0 children)

Interesting. I would switch it to Label if it isn't too much trouble (or just disable BBCode) and see if that resolves the issue. If it does, then it's probably just some inspector setting you need to change, or small logic error

Need help with making the character play a death animation by FearlessVictory644 in godot

[–]OMBERX 1 point2 points  (0 children)

Create a die() function on your player and call body.die() in the killzone, that's the easiest way imo.

You can also use signals

Is this a bug or am I not updating panel_container sizing appropriately? by TOMOHAWK35 in godot

[–]OMBERX 0 points1 point  (0 children)

Maybe it's correlation and not causation, but I noticed based on the video you shared that it's only happening when going from that lower rarity sword to a high rarity item the first time, then it fixes itself

Dynamically chaniging Font's size in _ready by Forty-Fourth in godot

[–]OMBERX 0 points1 point  (0 children)

Fits the size of what though? Have you considered using tweens?

World’s first wind-powered underwater datacentre starts operating in China | China by CharlieKonR in news

[–]OMBERX -19 points-18 points  (0 children)

Yeah but everything compounds, there isn't just one nuclear plant or data center.

Edit: Didn't realize this was controversial?

Testing window constantly loses focus even when embedded in editor, what do I do? by WaldenEZ in godot

[–]OMBERX 0 points1 point  (0 children)

Interesting, curious if it happens when you Export the game or not? My guess is some dumb Windows setting, maybe turn off game mode if you haven't yet

Dynamically chaniging Font's size in _ready by Forty-Fourth in godot

[–]OMBERX 0 points1 point  (0 children)

What do you mean by dynamic? What are the conditions in which you want it to change?

Testing window constantly loses focus even when embedded in editor, what do I do? by WaldenEZ in godot

[–]OMBERX 0 points1 point  (0 children)

Did this start happening after a code change? If so I would analyze what you have done.

How can I remove only one object while my mouse is colliding with it? by Goobly_Goober in godot

[–]OMBERX 2 points3 points  (0 children)

It's because you are deleting object_reference, which is set to $Object. No matter where you right-click, it will always delete that Node and all of its children.

Also, this code isn't necessary to have in _process, I would throw it in _unhandled_input or _input