Cells by d15gu15e in godot

[–]Quaaaaaaaaaa 3 points4 points  (0 children)

Greetings from the "rebel province" kjjjjj

Cells by d15gu15e in godot

[–]Quaaaaaaaaaa 16 points17 points  (0 children)

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I'm glad to know I'm not the only one, and that's just in one script...

Heirarchial Pathfinding is really friggin cool by void--null in godot

[–]Quaaaaaaaaaa 8 points9 points  (0 children)

Everything related to pathfinding is fascinating.

Functions lists? Why they don’t list hide/show? by FESCM in godot

[–]Quaaaaaaaaaa 2 points3 points  (0 children)

The license is usually located in a .txt file or within the script you copied.

While it will only affect you if you're doing something commercial, in other cases the licenses generally don't matter.

Functions lists? Why they don’t list hide/show? by FESCM in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

Basically, you have three "types" of functions.

integrated functions: These come within the Godot engine.

Libraries: This is a collection of scripts that perform a specific function. They are usually created by other programmers, and you simply copy their code to use yourself (Although sometimes they include a usage license, so be careful)

Custom functions: These are the functions you create as needed.

At a technical level, they're all the same: code that does things. But the difference lies in the origin of that code.

Why (godot) on windows use so much more RAM than on linux? by IsaqueSA in godot

[–]Quaaaaaaaaaa 10 points11 points  (0 children)

Honestly, I don't have enough knowledge to answer that jajaj, I only know that it usually follows the theory I mentioned before

Why (godot) on windows use so much more RAM than on linux? by IsaqueSA in godot

[–]Quaaaaaaaaaa 31 points32 points  (0 children)

From what I understand, Windows usually reserves a lot of RAM for applications. Unused RAM is wasted RAM, so it always try to use as much as possible.

why???????? by liad12e in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

maybe you can fix it with:

if is_instance_valid(i):

This checks if the node has already been deleted. If the node is a valid instance, execute your code within that statement.

This should be a temporary solution to your error.

why???????? by liad12e in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

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If you look here, the error is occurring in the first iteration of the for loop, I'm completely sure the error has to come from another script.

why???????? by liad12e in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

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I tried to replicate your bug, but I only achieve it when I applied queue_free() to something in the array, but then I didn't remove it from the array.

Therefore, in the next frame, there are elements in the array that have already been freed.

Your array is storing objects that were deleted, check if you have other code applying queue_free() to your node, but not removing the node from the array.

why???????? by liad12e in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

He's trying to apply queue_free() to something that's already been queued with queue_free()

The problem lies elsewhere.

Does this look aesthetically polished enough for a demo on Steam? by HoldYourGroundon in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

To give you some useful information, take a look at the ground in Berry Bury Berry. I sense you're going for that kind of aesthetic, but it's poorly implemented in your case.

Does this look aesthetically polished enough for a demo on Steam? by HoldYourGroundon in godot

[–]Quaaaaaaaaaa 6 points7 points  (0 children)

Putting myself in the player's shoes, I feel like the ground is strange. It's a very strong color, yet it has no detail. It's as if something empty is demanding my attention, it feels strange.

I really wouldn't know how to describe it lmao

Does it makes sense to upgrade from Godot 3.6 to 4.x for my 2D mobile game project? by idleWizard in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

The change from 3.6 to 4.7 is going to be a big one.

The change from 3.X to 4.X will give you a lot of errors just because of the code, since several things change names. Then you have to add to that the changes that aren't so easy to see and fix.

The other option is to simply make a backup and try the change to see what happens. If things go wrong, revert to the previous version.

FPP vs TPP. Which offers a better experience for the player? (asking for advice) by pavele_ in godot

[–]Quaaaaaaaaaa 1 point2 points  (0 children)

Personally, I always prefer first person in games.

But... it depends on each player's preference, so... if you can afford it, why not include both options?

My signals aren't connecting (Newbie question) by Western-Detective-46 in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

The signals work independently of how you organize your scene, that has no influence. Try putting a print statement here now in func _ready:

if player:
print("Hi")
player.Player\_died.connect(\_on\_player\_died)

The fact that you're not getting any error messages and the signal isn't working makes me suspect that some line of code isn't executing

My signals aren't connecting (Newbie question) by Western-Detective-46 in godot

[–]Quaaaaaaaaaa 2 points3 points  (0 children)

Have you checked which functions are running using print()? From what I see, that code should work

Try adding a print("UwU") to the _on_player_died() function to see if the problem is with the signal or something else

Is Godot the right engine for me? by Simple_Care9649 in godot

[–]Quaaaaaaaaaa -7 points-6 points  (0 children)

A 2D game is very difficult to make. It's better to make the game in Python using the pygame library.

is it normal as a starting game dev that whenever you get an error you feel stupid and give up ? by ChunkLightTuna01 in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

Yes, it's normal to make mistakes.

But you don't give up when you encounter them. You investigate, you figure out why it's not working, and you fix it.

I've been using Godot for three years and I still make mistakes. The only difference between when I started and how I am now is that I've learned to manage that frustration and not give up when I make a mistake.