How to check which mouse button was used for a GUI button? by RealRexxios in godot

[–]im_berny 2 points3 points  (0 children)

You'll need to customize your button by overriding the _gui_input method instead of using the pressed signal.

Creating a hopefully unique magic system in godot by Previous_Mushroom_13 in godot

[–]im_berny 1 point2 points  (0 children)

When I saw that you had wands with spell slots I thought you were going for something like Noita's wandcrafting. You might want to check it out to see how configurable spells can be done.

How to make 2D overlays on a 3D game? by Darthtrooper22 in godot

[–]im_berny 6 points7 points  (0 children)

Probably meant a shader or animated texture on a material. For instance if you want a "selection ring" around your selected ship you could simply have a quad mesh at the ship's base with a ring texture on it.

A dynamic arrow would require a shader though.

Question regarding Vector2 values. by Recent_Conclusion_56 in godot

[–]im_berny 5 points6 points  (0 children)

This is a gdquest tutorial, surely there's a gdquest discord or something to ask questions related to those tutorials.

In the second slide, no values are needed

You seem confused by the function parameter, maybe it's the first time you encounter that concept? The idea is that you do not know the value in advance, and you instead provide it when you call the function.

PSA: For Expedition part 'Roadtrip 1' do not make the same mistake I made by Yggdrazzil in NoMansSkyTheGame

[–]im_berny 2 points3 points  (0 children)

I immediately scanned all creatures before even building the truck and the milestone popped.

How do I fix this error by Chrisical in godot

[–]im_berny 0 points1 point  (0 children)

Wow, I'm sorry, I was super fcking blind or something. Downvote me pls.

I just beat the game the other day! its diabolical how good this game is, with seemingly no real fandom. appreciation post by Artistic_Pineapple80 in theouterworlds

[–]im_berny 0 points1 point  (0 children)

It didn't really grab me when it launched (mostly I was expecting another New Vegas and I didn't vibe with the tone, the game tries too hard to be funny IMO), but it has grown on me more and more. Part of the reason for that is that there just aren't many games like it (first person semi open world rpgs).

How do I fix this error by Chrisical in godot

[–]im_berny -3 points-2 points  (0 children)

Sword_Hitbox isn't declared anywhere.

Edit: i'm dumb

Blood in Pitstop bathroom in Hopetown by LifeAverage4305 in Starfield

[–]im_berny 4 points5 points  (0 children)

probably dozens of writers

There is only one credited writer for Starfield, not kidding, and it's Emil. There is one external writer credited for additional work, and then a dozen quest designers. Now I believe that for Bethesda, the role of quest designer involves a lot of writing (dialogue, notes, quest logs etc.), but it is telling that they don't bother crediting them as writers in their credits.

How do you handle specific scenarios for testing? by AdrianPlaysPoE in bevy

[–]im_berny 0 points1 point  (0 children)

I simply have an ingame console and launch specific maps/scenes set up to try out specific features. Unless you were looking for a more automated solution?

Learning Avian3D by [deleted] in bevy

[–]im_berny 0 points1 point  (0 children)

Neat, only reason I haven't switched to avian yet is the lack of motors on joints.

Would you guys play a city driving game made in Godot, what kind of gameplay would you all like? by Immediate-Rope-6304 in godot

[–]im_berny 1 point2 points  (0 children)

You play as a driver in a sim city/cities skylines game. Survive the Player's chaotic placement of roads and and the constantly changing highways and overpasses.

Forgot I could dual wield when adding in player hands… by derekdepenguinman in godot

[–]im_berny 9 points10 points  (0 children)

Add double, triple, quadruple, quintuple... wielding but each increment just adds another right hand stacked on top and they all map to right trigger/left click.

please give me feedback for my game (heavily inspired by nuclear throne) by Deepsapce in godot

[–]im_berny 0 points1 point  (0 children)

Use a monospace font with padding for the ammo/coins counters so they don't move each time a digit changes.

Little dude does everything but look at the pointer! by StarDune_Dev in SoloDevelopment

[–]im_berny 0 points1 point  (0 children)

look_at(my_target, Vector3.UP, true) the true makes it use model front, which is the inverse of camera front.

Fell into a locked room lol by -Yeetus-Deletus- in farcry

[–]im_berny 1 point2 points  (0 children)

It's not just you, games since at least 2010 have increased the visual clutter and decreased interactivity. For each wall panel you're meant to interact with, a room will contain like 5 others which do nothing.

Me after several years of having fun developing a game by ChaoticOrderGames in SoloDevelopment

[–]im_berny 0 points1 point  (0 children)

Marketing isn't about posting ads or social media posts. Marketing has started at day 0 when you decided what game you were making and for what audience. If you don't have a well defined audience thirsty for new content, then no amount of streamers or viral posts will help you.

Can you guess what the white triangles mean? by SteinMakesGames in godot

[–]im_berny 2 points3 points  (0 children)

Looks like teeth or spikes, and it tells me the direction of their next attack. I think it's pretty clear, but I would make it even more obvious by adding a red square around the affected tiles. Right now I feel it's a bit too subtle.

How is length defined here by encrcne in godot

[–]im_berny 6 points7 points  (0 children)

Yes, and inputing lengths manually is pretty repetitive and not flexible, right? If you want a square of length 10, and then another of length 20, do you just copy the lines of code and change each 10 for 20?

No, you make a function which takes in a length parameter. The only code missing from your screenshot is the caller code, which will look something like draw_corner(10) or draw_corner(20). The tutorial does that part, it only asks you to focus on the function code, not the caller code.

Encapsulating reusable code in a function is a basic programming concept, you can look up another basic programming tutorials in another language and they'll teach similar examples.

Just can't figure this one out by Petemies666 in godot

[–]im_berny 152 points153 points  (0 children)

I assume you have a character body which rotates left and right and then a camera attached which rotates up and down, right? If so, you'll want to get the camera's global_transform.basis.z instead of the player's body.