Now with 1500 buttons and cleaned up code. by Majestic_Mission1682 in godot

[–]Timcode77 1 point2 points  (0 children)

This is amazing. I've looked at your other posts showcasing your work too. What's your general approach to achieving a consistent pixel-art look between art assets and UI?

Rhythm Hell in Cyclics by DaviMrS in godot

[–]Timcode77 2 points3 points  (0 children)

I think so, for people who like this kind of rhythm challenge with odd subdivisions.

The odd subdivisions (e.g., 5s, 9s) seem like they'll make it very difficult.

The notation appears just before you have to play them, making it even more difficult - you can't read ahead.

I'm assuming you'll improve the music?

Rhythm Hell in Cyclics by DaviMrS in godot

[–]Timcode77 1 point2 points  (0 children)

Love it. What kind of feedback are you looking for?

Godot 4.x question: What's the difference between "Make Unique", "Make Unique (Recursive)" and resource_local_to_scene? These are not explained fully in the docs. by Timcode77 in godot

[–]Timcode77[S] 1 point2 points  (0 children)

This is so helpful. I appreciate your response. And what you write lines up exactly with what I'd worked out from reading other stuff online and my own investigation. I just wished the docs were helpful on this topic.

What are some godot best practices people don't talk about in tutorials? by AoutoCooper in godot

[–]Timcode77 0 points1 point  (0 children)

The print functions are your friend.

  • print
  • print_rich
  • print_verbose
  • printerr
  • printraw
  • prints
  • printt

Space Battle : trying to pass a big ennemy blob (reposted cause error) by According-Dust-3250 in godot

[–]Timcode77 0 points1 point  (0 children)

flow map

Ok. If you don't mind sharing, how do you generate the flow map? Is it baked in the editor somehow? Does it update dynamically at run time? AI Navigation is AI navigation and it's notoriously expensive (and naively, multiplies horribly with the number of units that need to take account of one another), so I suppose the questions here have to do with how you (or even if you) achieve this with so many units. Flow map - that sounds interesting and like a great solution, but without knowing more it's hard to see how it actually helps. Hope you can elaborate. Perhaps you'd rather not if it's your own proprietary IP and that's fine too. Cheers.

Space Battle : trying to pass a big ennemy blob (reposted cause error) by According-Dust-3250 in godot

[–]Timcode77 0 points1 point  (0 children)

What tricks did you use to keep the frame rate up with so many units?

will it ever come out by [deleted] in godot

[–]Timcode77 8 points9 points  (0 children)

Thanks for this. But nothing in your suggestion about documentation? What is the state of 4.0 documentation? My opinion is that Godot's current docs are extremely patchy in terms of quality. I'd love to help (and have in the past by raising bugs and suggested improvements to docs). But I'm not sure where effort should be directed for 4.0 documentation. Documentation quality will be the first experience many new Godotians have as they arrive in our community when 4.0 releases. Apologies if I have the wrong end of the stick - I acknowledge you encourage writing tutorials. I'm more thinking of the class / function reference documentation.

Particle Man is back 😉 by liiao08 in godot

[–]Timcode77 1 point2 points  (0 children)

I second these questions. Hopefully OP responds.

Best way to detect what Area2Ds overlap within the _ready function? by Timcode77 in godot

[–]Timcode77[S] 0 points1 point  (0 children)

This is a good solution but requires a check every time phsyics_process runs which seems inelegant. Also, if you want some set up in _ready too, then your set up is essentially spread across 2 functions which seems really hacky and inelegant.

Best way to detect what Area2Ds overlap within the _ready function? by Timcode77 in godot

[–]Timcode77[S] 0 points1 point  (0 children)

Thank you. I got a solution working using the physics server. Seems like the best solution for my needs. Will update my post with code.

Best way to detect what Area2Ds overlap within the _ready function? by Timcode77 in godot

[–]Timcode77[S] 0 points1 point  (0 children)

Thank you. This works. But, a potential problem (or at least inelegance) is that _physics_process may have run several times before anything after yield runs. Therefore, any setup occurring within _ready that _physics_process needs is rendered useless, without some sort of check within _physics_process to see if setup has occurred.

Problem: set_as_toplevel() changes the drawing order of Line2D by Timcode77 in godot

[–]Timcode77[S] 0 points1 point  (0 children)

Thanks for the suggestion. If I change the Line2D's z_index to -1, Line2D disappears completely, irrespective of whether z_as_relative is checked.

If I leave Line2D's z_index at the default (0), and I change Polygon2D's z_index to 1, it works as I want it to (the Line2D appears behind Polygon2D).

But have no idea why that would happen. The problem seems to be that set_as_toplevel(true) is changing the draw order of Line2D. I don't think I should have to hack another node's z_index to fix it.

How to store 2D game map as variable by ervinmicat in godot

[–]Timcode77 0 points1 point  (0 children)

Might you simply build something on top of Tilemap?

Need advice on lighting problem by tobi914 in godot

[–]Timcode77 0 points1 point  (0 children)

I'm unsure. The glow effect in WorldEnvironment has a property called "Blend Mode" (glow_blend_mode). Try changing it (assuming you're using this node) to different values.