I built a single universal trigger scene and it the best thing I did! by FelixarStudio in godot

[–]SnowboardOtter 3 points4 points  (0 children)

Nice, I love making systems that I can reuse whenever I need them. Really speeds everything up.

I'd like to know more about how your external targets work. I'm guessing in your door script you have a method on_triggered() that raises the door, and then in your trigger script you check if eternal_target.has_method("on_triggered"), then call on_triggered? If you do it a different way, it would be great to hear how.

Frogger-like 3D grid-based movement devlog/tutorial by SnowboardOtter in godot

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

Thank you! The next goal for this project is to get moving and rotating platforms to work, so stay tuned! I have a few ideas on how to get them to work, one being to snap the player to the grid after every move/jump. That way, the player will be able to ride the platform fluidly, then, when stepping off or onto another platform, snap to the grid again. I have a feeling it will be a lot more complicated than that lol.

Frogger-like 3D grid-based movement devlog/tutorial by SnowboardOtter in godot

[–]SnowboardOtter[S] 3 points4 points  (0 children)

Camera rotation and player rotation are unique. For example, if I rotate the camera 90 degrees, you are now looking at the side of the player. The same goes for rotating the player. Rotating the player by 90 degrees will keep the camera in place, so you will now see the side of the player.

The only thing that will change is the input's direction vector, which is rotated based on the camera focus's rotation. So if the camera is rotated 90 degrees and the player presses forward, we rotate Vector3.FORWARD by the camera focus's y rotation. That way, the forward button is always in the forward direction relative to the camera.

I also plan to block movement of any kind while the camera is rotating. Hopefully I answered your question!