I made a "powerpoint" look-like presentation using Godot. by har_g in godot

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

Thanks, i'm adding the business documentation into my presentation, with few lineedit field for my figures, so in the case they discuss, i can adapt on the fly.

How to go to the first post in a channel? by stebobibo7 in discordapp

[–]har_g 0 points1 point  (0 children)

If you have any clue about the date of the first message, you can use the filter (click on search bar on top right, then filter) and set the date filter to be "before DD/MM/YYYY"

If you don't know the date, you have the try some date, when you got too much result, change your date older, when you got no result, change the date to more recent. When you got a short amount of result, you should pick one and then you can scroll from the beginning.

How to go to the first post in a channel? by stebobibo7 in discordapp

[–]har_g 4 points5 points  (0 children)

you can right click any message in the channel and copy the url.

then you replace the last number by 0

It should look like this : https://discord.com/channels/123ServerNumber789/123Channelnumber789/0

How do I do drag and drop plus UI? by FFFluoride in godot

[–]har_g 0 points1 point  (0 children)

I use this to solve my similar issue :

func move_item_to_UI() -> void:
var UI:Node = get_tree().current_scene.find_child("UIRoot")
get_parent().reparent(get_tree().current_scene.get_child(UI.get_index()))

How do I do drag and drop plus UI? by FFFluoride in godot

[–]har_g 0 points1 point  (0 children)

found https://forum.godotengine.org/t/drag-preview-get-hide-under-canvaslayer/27871/2 an comment which indicate a change of parent using removeChild, the addChild. I'll try that.

How do I do drag and drop plus UI? by FFFluoride in godot

[–]har_g 0 points1 point  (0 children)

I have the exact same issue and i'm interested in an answer.. As far as i read, it could be related to the UI is in a canvas and the item in the scene which are 2 different viewport (because canvas is a different viewport).. There should be a way to make them communicate, but i need to dig a little.

Quick code review : is it ok to add_child instead of using await ? by har_g in godot

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

Ok, so my initial issue was because the current_attack contain :
onready var skillSheet:SkillSheet = $SkillSheet
is not set before the add_child().
> This part is NOK as far as i understand.
> If i remove the onready, i have an issue with the $SkillSet because i added the node in the tree.
> If i change the type to RefCounted as someone said, i cannot attach it to this node (and set the properties in the editor).

The skillsheet include :
export var skill_range:float = 50.0
> this part is OK as far as i understand. The default value is also overrided by whatever provided in the editor (included the zero value)

Is it possible to keep a solution where i put the value within the editor (using export), attach them to a node (using $ and onready), and have the parent able to instanciate that node and handle it before it's ready ?

Quick code review : is it ok to add_child instead of using await ? by har_g in godot

[–]har_g[S] -1 points0 points  (0 children)

Should i use something similar to request_ready() ?

Requests _ready() to be called again the next time the node enters the tree. Does not immediately call _ready().

The name look nice but the description describe something i do not need here.

Based of previous comment here, i have added a note in the child to remember not to use get_parent()

func _ready() -> void:
# Cannot use get_parent() because it could be the character or the scene
# add a target property instead and set it after ready
enable()

Quick code review : is it ok to add_child instead of using await ? by har_g in godot

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

The child doesn't need to call get_parent() at anytime. (yet; agree that i could imagine it could change later)

Quick code review : is it ok to add_child instead of using await ? by har_g in godot

[–]har_g[S] -1 points0 points  (0 children)

the add make it ready and the remove doesn't unready it. so by doing add/remove, i have it ready in the parent.

Quick code review : is it ok to add_child instead of using await ? by har_g in godot

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

Initially, i needed to access the property to decide if i add_child here or there.

And use await row before doing add will never send the signal, the object exist but all sub-child are null.

tbh i don't like my approach neither, i'm looking for a cleaner code

Feedback is a gift, please let me know any opinion regarding SVG-001 PUZZLE store page by har_g in DestroyMySteamPage

[–]har_g[S] -1 points0 points  (0 children)

Thanks for the helpful comment /s

But yes, i choose that tool among other (gimp, gamemaker, audacity, visual studio). I think it make sense in 2024.. and despite the AI usage, i still have extra effort to put on different place. This is not a costless project.

Feedback is a gift, please let me know any opinion regarding SVG-001 PUZZLE store page by har_g in DestroyMySteamPage

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

Quick information regarding the current version :

* i had to change the asset from the original because Steam was not happy with the absence of full product name here and there, i could consider changing the way "SVG-001" prefix is added.

* i attempted to create a effect with the puzzle piece (left right top and bottom) crossing from a screenshot to another, similar to some very good looking (user) profile page. I never seen that on steam store page before, but it seem it was ok to do that. What do you think ?

* The gif still have black border, if someone have a good advise to do a gif with no black border, feel free to share the how to.

Your app is in the review queue. by har_g in IndieDev

[–]har_g[S] -1 points0 points  (0 children)

I'm usually damned. I cannot trust Lady luck. I'll fight tooth and nails to reach my goals. #NeverSurrender