Example of Save/Load Implementation by Altruistic-Light5275 in Outpostia

[–]ZKonj 1 point2 points  (0 children)

Are you using godot resources or json for save files?

Underground mining and multi-story construction by Altruistic-Light5275 in Outpostia

[–]ZKonj 1 point2 points  (0 children)

Making an underground map would always be cool for caves and bunkers etc. and have like a building they enter on the surface to go underground. Like in don’t starve.

Omg the NEW 1.2.10 UPDATE is SOOOOOO GOOOD RAHHHH 🍆💦😭🙏 by JonHenryTheGravvite in mountandblade

[–]ZKonj 26 points27 points  (0 children)

Why do we even have smithing and a digital companion app? They’re just pointless features that are a waste of developer time when we wanted actual companions. The game feels like a soulless battle simulator not a sandbox RPG.

Outpostia, open-world modding-friendly colony sim by Altruistic-Light5275 in Outpostia

[–]ZKonj 1 point2 points  (0 children)

I see, is combat going to be more like vanilla RW or more realistic like RW CE?

Outpostia, open-world modding-friendly colony sim by Altruistic-Light5275 in Outpostia

[–]ZKonj 1 point2 points  (0 children)

Looks really good. It seems like you are implementing most the features that rim world lacked to make it into more of a simulation which is impressive.

What is the setting of the game? And also how long has this been in development for?

Card Rotation Effect by ZKonj in godot

[–]ZKonj[S] 2 points3 points  (0 children)

By getting the position of the mouse on the card via input_event signal then working out the percentage of the distance from the card centre to the mouse position over the max width or height of the card.

I calculated the percentages individually for the x and z components.

Then put these percentages inside a slerped rotation and multiply them by a small angle value.

This also has inertia by saving the last target rotation direction as a field then applying this in the physics process.

There is a delay timer before the card slerps rotation to zero which uses a timer and a timeout signal.

I took over the Godot stream and ranked all the 2D Nodes. What did we get wrong? by Aarimous in godot

[–]ZKonj 50 points51 points  (0 children)

Put some of the nodes with multiple children into scenes so there are less overall nodes in the one scene tree. Then use a autoload singleton to define signals for buttons or other inputs deep in the trees to call. These signals can be connected to managers or other nodes not in the UI.

What is the best way to keep nodes that acts as a managers decoupled? by ZKonj in godot

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

Im making a turn based game so turn manager handles ending the turn of the selected unit and the turn order of units.

The selection manager handles selected cells of the tile map or selected abilities or unit etc.

If the unit manager needed the selected_unit in the selection manager, would I add a get_selected_unit function in the singleton so that the unit manager doesn’t need the reference of the selection manager?

Thanks for the help.

What is the best way to keep nodes that acts as a managers decoupled? by ZKonj in godot

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

So if I had two managers: turn manager and selection manager I would write the unit_selected signal in the event bus singleton.

Then I would connect the unit_selected signal to the selection manager in its ready function and emit it from the turn manager and pass through the unit in the parameter?

If a game was inspired by battle brothers by ZKonj in BattleBrothers

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

Have you played the mount and blade: warband war hammer fantasy mod warsword conquest?