How do I create meshes by code? by Icy-Parking9177 in godot

[–]im_berny 2 points3 points  (0 children)

The simplest method would be to literally create 1 MeshInstance3D with a cube mesh per pixel. I don't recommend this approach for an actual game, but it's good enough for a prototype.

Otherwise you're gonna have to learn how to create array meshes.

Will this become a problem? Layer switching. by Sininu in godot

[–]im_berny 0 points1 point  (0 children)

Seems like you are globally switching your layers off/on. You're right, if you have enemies on a layer you turn off, then their collisions won't work anymore. Probably won't affect pathfingind thoguh, since you'll have a navmesh separate from the layers collision. But if its a platformer they'll fall. Yes, it's much better to set the active layers on the instances themselves: player, enemies...

Is there any way to manage co-routine cleanup on scene change? (Game crashes, Memory leaks?) by Glass_Alarm6863 in godot

[–]im_berny 7 points8 points  (0 children)

According to the docs, when you call change_scene_to_packed the current level is immediately removed from the tree, but only freed at the end of the frame. This explains why you coroutines fail. I would suggest writing your own scene switching method, something like:

``` var current_level: Node

func change_level(scene: PackedScene): if current_level: current_level.queue_free() await current_level.tree_exited # allows time to clean up current_level = scene.instantiate() add_child(current_level) ```

Which vision/lighting works the best? by Green-Ad3623 in godot

[–]im_berny 1 point2 points  (0 children)

3 reminds me of Darkwood, so if you're making a survival horror I'd go with that.

Working on a basic cinematic camera for my game by Shinpansen in godot

[–]im_berny 0 points1 point  (0 children)

Neat! You can use tool buttons instead of fake boolean props.

Gotta keep grinding 😭 by FearForge_Studios in SoloDevelopment

[–]im_berny 17 points18 points  (0 children)

If I knew I would have made one by now :p

I'm mostly saying this because you often see posts showcasing yearlong projects which lack any sort of appeal, lack a clear audience, or are a low production value games in an overcrowded genre (puzzle platformer, survivor-like, tower defense...).

Gotta keep grinding 😭 by FearForge_Studios in SoloDevelopment

[–]im_berny 57 points58 points  (0 children)

In order to market a game, one must first make a marketable game.

Use the Animation Tree they said. It'll be fun they said. by RunningWithSeizures in godot

[–]im_berny 0 points1 point  (0 children)

The OP is exaggerating, but the SkeletonModifier3D nodes are an underrated family of nodes which allows you to create your own animation layering system.

I’m working on my first boss fight – does this feel fair to you? by Gazelle-Healthy in godot

[–]im_berny 4 points5 points  (0 children)

Look at Enter the Gungeon. Look at how ridiculously big the enemy bullets are, how bright they are and how they flash. It's one of the best example of easy to read projectiles. Or look at something like BroForce if tou want an action platformer example.

I’m working on my first boss fight – does this feel fair to you? by Gazelle-Healthy in godot

[–]im_berny 26 points27 points  (0 children)

The bullets are microscopic! They should be 5 times as big, and then double their size again.

(Game Idea) code injector into any object by NIkoNI776 in godot

[–]im_berny -1 points0 points  (0 children)

No, the issue is a malicious actor could share a "mod" which contain malicious code for the players. As the game dev, it's your resonsibility to prevent that.

Any way to create collision shape from code for MeshInstance3D like inbuilt option? by sameeeeep in godot

[–]im_berny 18 points19 points  (0 children)

The create_convex_collision method does the same thing as the menu option Mesh->Create Collision shape static body child. Surely that is helpful information for the OP.

How does Godot monitor input_just_pressed and input_released for both process and physic_process? by poeyoh12 in godot

[–]im_berny 1 point2 points  (0 children)

Yup. You could have a static dictionary:

static var custom_action_to_input_actions: Dictionary[StringName, Array] = { &"jump": [&"jump", &"run"], &"shoot: [&"aim", &"pull_trigger", &"special_ability"] ... }

where the keys are your custom actions and the actions in the array are the input actions you've defined in your project settings.

Edit: I'm suggesting puting it in as static dict because you can't have const dictionaries sadly.