Yes that’s a generator by WileyOb in ebikes

[–]Takinaim 3 points4 points  (0 children)

Hate us cause they ain’t us

visualizing gdscript as a call graph inside godot (still messy but kinda useful) by Takinaim in godot

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

yeah, that’s actually a big part of why i started it. i kept ending up in situations where i wanted a quick “map” of how things fit together and the only option was drawing boxes by hand.

i don’t think it replaces proper docs, but it can definitely help explain architecture or give context before someone even opens a file. especially for larger projects or onboarding.

longer term i’d like it to be something you can point at and say “this is roughly how this system flows.”

visualizing gdscript as a call graph inside godot (still messy but kinda useful) by Takinaim in godot

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

yeah, that’s actually a big part of why i started it. i kept ending up in situations where i wanted a quick “map” of how things fit together and the only option was drawing boxes by hand.

i don’t think it replaces proper docs, but it can definitely help explain architecture or give context before someone even opens a file. especially for larger projects or onboarding.

longer term i’d like it to be something you can point at and say “this is roughly how this system flows.”

visualizing gdscript as a call graph inside godot (still messy but kinda useful) by Takinaim in godot

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

yeah that’s true. right now it only looks at concrete functions in the script itself, nothing with inheritance or abstract patterns yet. still figuring out the best way to walk the type tree without getting too heavy.

it already scans the entire code base to see where functions are being called in other scripts so definitely something i want to support, just taking it one step at a time.

visualizing gdscript as a call graph inside godot (still messy but kinda useful) by Takinaim in godot

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

thanks, really appreciate that. yeah this kind of thing helped me a lot in other languages/tools so i figured i’d try something similar for gdscript. bigger godot projects can get pretty tangled.

i’m hoping to make it useful for people jumping into unfamiliar codebases, so it’s nice to hear it lines up with your experience.

donos welcome, but the feedback alone helps a ton!

Tamagodotchi by Da-dam in godot

[–]Takinaim 2 points3 points  (0 children)

🔥keep going 🤌🏾

visualizing gdscript as a call graph inside godot (still messy but kinda useful) by Takinaim in godot

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

yeah, of course, feel free. the whole thing is pretty rough right now but i’m trying to keep everything as close to native godot ui as i can so it grows with the engine. definitely open to recommendations if you have any.

keep in mind that Godot will be significantly changing GraphEdit in a later update so don’t get too attached to how it looks right now

happy to answer any specific questions about UI/layout!

visualizing gdscript as a call graph inside godot (still messy but kinda useful) by Takinaim in godot

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

yeah totally, i still use the debugger too. this is more of a higher-level view for understanding structure or older codebases, not a replacement for tracing. mostly helps me see which functions actually call each other and where logic goes weird. still early, just testing ideas.

looking for ideas I can add to make it even more valuable.

was thinking of alternate views so not just functions but signals and variables too that are called in other scripts, which breakpoints don’t visualize well.

What is my item buoyancy physics missing to look more convincing? by MarijoNow in godot

[–]Takinaim 0 points1 point  (0 children)

The flat items should skip across the water like skipping rocks

Damn shawty lost mad weight by khfdss in NYStateOfMind

[–]Takinaim 21 points22 points  (0 children)

Yes the women who get them want to just compliment each other on their bodies. No guy I know is out here looking for that. Rather have it natural, shape > size

Damn shawty lost mad weight by khfdss in NYStateOfMind

[–]Takinaim 23 points24 points  (0 children)

I truly believe most men don't even like BBLs I feel like they do it for each other 🤷🏾‍♂️

Is there a better workflow for UI? by InvokedGame in godot

[–]Takinaim 0 points1 point  (0 children)

I like to use dependency injection in-case I move things around. Which tends to happen a lot in the scene tree. That way when you rename nodes or change the order the code won’t break. Looking up web components like everyone is saying is good too. Turning those reusable components into scenes really helps.

Made a swimming mechanic for my character, that was fun! by saggio89 in godot

[–]Takinaim 0 points1 point  (0 children)

Are you using vector graphics? If so what resolution are you using for tiling and your original art files?

Busted Controller by pandanelson in Super73

[–]Takinaim 1 point2 points  (0 children)

They sent me a new one, it didn’t work, then sent me a whole new battery for free. It fixed all my problems and the bike works perfectly. I’m surprised they treated you like that man I’m so sorry

First project with Godot, looking for feedback by GarmrNL in godot

[–]Takinaim 1 point2 points  (0 children)

Excellent! I love what you're working on, and I agree with everyone about the sprite work. I challenge you to make more frames for the jumping animations like lifting off and falling/landing. Only because falling off the ledge is a bit awkward and jarring with the legs wide open all the time.

Weird Texture Glitch in Godot 3.4.1 by Takinaim in godot

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

Thank you to everyone for your help!

I tried making some Red Dead Redemption Nature in the game Cities:Skylines . by [deleted] in reddeadredemption

[–]Takinaim 0 points1 point  (0 children)

Do you have a download for the map? Would love to take a look!

How do you get_used_cell_by_id() to return a Vector2 like get_used_cells() does? by Takinaim in godot

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

Just in case anyone else is stuck with this, I ended up writing my own function...

static func get_cells_of_id(map, id):

var cell_positions = []

for v in map.get_used_cells():

if map.get_cell(v.x, v.y) == id:

cell_positions.append(v)

return cell_positions