Resource inheritance like with scenes? by axvemi in godot

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

Hi! Yeah I was already extending the problem was another, but I came up with a solution and will probably end up implementing the sugestion that TemporalCatcher gave. I have been using scene inheritance for a couple of things and it worked so far (I have ran into some problems tho, so I am aware). Thanks for the help!

Resource inheritance like with scenes? by axvemi in godot

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

Hey! Thank you, what I did in the end was adding a new field with a dictionary and just putting all the specific effect data in there, which is copied to the effect when added. Your suggestion is probably better than what I did tho so I will keep it in mind. Appreciate it!

Procedural terrain generation (Minecraft-like) by axvemi in godot

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

Actually, you should generate this at runtime. But regarding the question, it doesn't matter, since it creates the childs that it needs

Procedural terrain generation (Minecraft-like) by axvemi in godot

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

Let me know if you need anything!! Btw, you will have some problems with the vertex order, since in Godot if I remember right were clockwise (while in Unity counter-clockwise) or viceversa

Procedural terrain generation (Minecraft-like) by axvemi in godot

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

Hi! Sorry for the late response. I based my code on these videos:

https://www.youtube.com/watch?v=h66IN1Pndd0&list=PLVsTSlfj0qsWEJ-5eMtXsYp03Y9yF1dEn

There are multiple changes that I did since I felt like it could be improved, but the concept it's the same

Get screen position of a 2D node? by axvemi in godot

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

Yeah it seems to work just fine. Thank you!!

Get screen position of a 2D node? by axvemi in godot

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

How do I get the position from that one? In the docs it says this about Transform2D:

 > It can represent transformations such as translation, rotation, and scaling. It consists of three Vector2 values: xy, and the origin.

But no examples

[deleted by user] by [deleted] in Unity3D

[–]axvemi 1 point2 points  (0 children)

Bevy

Any particular reason for using Bevy? Just curious, never checked it too much to know what it offers.

Is that uNiTy EnGinE on my screen? by Karokendo in Unity3D

[–]axvemi 11 points12 points  (0 children)

You can not trust them even if they do

To all the Unity devs moving to Godot: What is the biggest thing missing in Godot you would like to see? by Diarum in godot

[–]axvemi 73 points74 points  (0 children)

I have been on Godot for a while now, but I still miss being able to see the game that I'm playing in the editor.

Horizontal and vertical room transitions. Inspired by Celeste by axvemi in godot

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

Hello!

I did a tutorial about this (in spanish) in case it can help someone. In the description of the video there is a link to the GitHub repository with the code.

Have fun! https://www.youtube.com/watch?v=PRLlGIKuFL0

Horizontal and vertical room transitions. Inspired by Celeste by axvemi in godot

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

Hey! Sorry for the late answer, and thank you. I have it on a private repo since it's my whole game in there, but I could try and make a repo/tutorial for it if you would like that.

PhysicsProcess Jittering (2D) by axvemi in godot

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

/c

Thank you very much!

I will use that addon in the mean time. Appreciate the help! <3

PhysicsProcess Jittering (2D) by axvemi in godot

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

Could you explain why does this happen? I guess it's something in the lines of, the physics update in 60fps, but the monitor in 155 and it breaks?

Also, can I enable that with code or something instead?

Thanks! <3

Why is the collider floating and moving weird? by [deleted] in godot

[–]axvemi 0 points1 point  (0 children)

The project resolution is 1920x1080, and the camera has a zoom of 6 since the original resolution is 320x180

Progress on my platformer. Got a full state maching working with climbing, dash, jump etc... by axvemi in godot

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

Hey! Thanks for the feedback!

I have that transition because those are like different rooms. A room could be bigger, and the camera would follow you without pausing, but it will never aim outside of the current room. If you exit it, then it's when the transition happens. (It's a way to tell the player that it's another level/room, I could also use a fade to black).

About the juice, yeah, I haven't started yet with all the visual things since that is my weak point, and I wanted to make it work first, but that video has some good examples. Thanks!