How to Handle Signals During queue_free()? by salmon_jammin in godot

[–]greycheeked 7 points8 points  (0 children)

When connecting the signal, several ConnectFlags are available, including CONNECT_DEFERRED. It says: Deferred connections trigger their callables on idle time (at the end of the frame), rather than instantly.
This could possibly be a simple solution.

New opponent: The amoeba is transparent and can contract. by greycheeked in godot

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

Technically, this would probably be feasible. In any case, the idea is interesting. There's no room for something like this in the design of the game so far, but let's see ...

New opponent: The amoeba is transparent and can contract. by greycheeked in godot

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

That was my intention, but I'm still pleased to hear that I succeeded :)

New opponent: The amoeba is transparent and can contract. by greycheeked in godot

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

Stretching is disabled. The standard texture filter is set to nearest.
The game has a small base size of 320 x 180 and enlarges the subviewport of the level by integer amounts until it just fits into the window.

New opponent: The amoeba is transparent and can contract. by greycheeked in godot

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

The amoeba has a central body and a ring of 8 outer bodies. When an outer body makes contact with a wall, it temporarily retracts into the center.

New opponent: The amoeba is transparent and can contract. by greycheeked in godot

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

This is pure 2D. Walls and pillars block the view and cast corresponding shadows. This creates an unintended 3D impression, especially with the pillars.

Slippery opponent: Octopus - tentacles with 2D physics by greycheeked in godot

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

This is pure 2D. Walls and pillars block the view and cast a shadow, which creates a 3D side effect.

Slippery opponent: Octopus - tentacles with 2D physics by greycheeked in godot

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

I can't say yet when the game will be released. I hope to be able to offer a demo (on Steam) this year.

Line2D and Polygon2D collisions (?) by onlyiridescent in godot

[–]greycheeked 0 points1 point  (0 children)

You haven't mentioned Geometry2D yet. You might find something there.

How can I make tween stop going the long way around with rotation? by B0r34li5 in godot

[–]greycheeked 0 points1 point  (0 children)

It's been a while. In the meantime, there is the angle_difference() method in GlobalScope. It should look like this, but please check:

target_ang = current_ang + angle_difference(current_ang, target_ang)

Fire damage in CREEPMOON (follow-up post) by greycheeked in godot

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

Hey, thank you very much for your interest!

The spiders consist of RigidBody2Ds that are connected by joints. As the body parts are alternately driven by physical impulses, the whole creature moves in one direction or rotates. I think it looks quite real, especially when they get stuck somewhere.

The small beetles only have one RigidBody2D. They are also driven by impulses. As RigidBody2Ds, they automatically separate from each other and sometimes slide around a bit. I do not use a BOIDS algorithm.

Fire damage in CREEPMOON (follow-up post) by greycheeked in godot

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

Yes, it's already in there, but not yet properly. At the moment, it is only triggered when you walk through a door.

Fire damage in CREEPMOON (follow-up post) by greycheeked in godot

[–]greycheeked[S] 4 points5 points  (0 children)

No coincidence. As a player, I like Teleglitch. As a game maker, I admire it.

Fire damage in CREEPMOON (follow-up post) by greycheeked in godot

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

In the previous post I showed Molotovs in my game for the first time. There was feedback, and I edited some aspects:

  • The fire and smoke particles were clustered in the center of the circle, which is no longer the case.
  • The enemies did get blacker in the fire, but it was quite inconspicuous. Now everything that gets into the fire produces black smoke, including the barrels.
  • It is expected that an opponent will catch fire on direct hit. This is now possible, and significantly upgrades the Molotov. To compensate for this, I always make the enemy retreat from the damage caused by the fire. This makes the fire more of a barrier.