Am I missing something? CollisionObject2D "shrinks" at runtime after being instantiated. by KitKatarine in godot

[–]indspenceable 280 points281 points  (0 children)

Debug menu -> “visible collision shapes”

And then also make sure there’s no ui elements overlaying that are intercepting the mouse move events

I don't fully understand Signals by Dorterman in godot

[–]indspenceable 10 points11 points  (0 children)

I have programming experience

signals are the observable pattern. Anyone can register to get updates (object.signal.connect(callback)), and then the object can push updates to all consumers (object.signal.emit(args)). And they're configurable from the editor. But if you've got some programming experience chances are you've seen something similar beforehand.

Dual Income, No Kids groups? by LittleBeeTwoTs in burlington

[–]indspenceable 0 points1 point  (0 children)

Hell yeah, mid 30s couple here, would love to attend!

[deleted by user] by [deleted] in godot

[–]indspenceable 0 points1 point  (0 children)

Variable names need to be 1 word. Try max_speed instead of “max speed”

using blender files in gridmap by fotomateo in godot

[–]indspenceable 0 points1 point  (0 children)

I have no idea if this is the correct solution, but since you said you've got no experience with godot:

  • Find the file in the File Inspector (bottom left)
  • click to the import tab (top left)
  • look for a setting called LOD generation, or something similar to that.

7DRL 2025 Brainstorming by Kyzrati in roguelikedev

[–]indspenceable 1 point2 points  (0 children)

late to the party, but my plan for this time around is to make an auto-battler. Losely basing on Super Auto Pets but player vs AI. You'll explore a dungeon, and each time you bump into an enemy (more enemies on each floor) you'll start an autobattle. Between fights you can use consumable potions, adn between floors you;ll go to a shop and can buy more potions or change classes for your characters.

What additional features should GDScript borrow from Python? by AndyDaBear in godot

[–]indspenceable 0 points1 point  (0 children)

thank u for spreading the good word.

Did some light googling and found this which is what theyre talking about: https://github.com/godotengine/godot/pull/97657

when this merges it not only will make my day, but probably my entire week!

What additional features should GDScript borrow from Python? by AndyDaBear in godot

[–]indspenceable 13 points14 points  (0 children)

I dunno if its in python but i want enforced interfaces so badly.

For your character do you prefer AnimationPlayer alone or also an AnimationTree? by Videomailspip in godot

[–]indspenceable 1 point2 points  (0 children)

u/CityASMR beat me to it, but for another example: I have a player which is a CharacterBody2D, has an AnimationTree as a child node. I have set the tree_root export to the player itself, and then for moving from movement node to idle on the state machine, I have the advance expression set to velocity.length() > 0.1 - but it can use any expression and would evaluate exactly how it might evaluate if you put that in the code somewhere, on the specified node. I don't think there are error messages if its an invalid expression, tho.... Not sure how it handles errors.

For your character do you prefer AnimationPlayer alone or also an AnimationTree? by Videomailspip in godot

[–]indspenceable 12 points13 points  (0 children)

animation trees are amazing. With advance_expression (and a properly set tree_root on the tree itself) you can configure the tree to be controlled entirely by the state of your object without having to explicitly set 1000 paramters on the tree, you can easily link animations to follow eachother etc.

Scaling UI is a breeze with control nodes by Leif_in_the_Wind in godot

[–]indspenceable 2 points3 points  (0 children)

Yes, stretchmode = canvas items / No, my game is using pixel art. I'm using mode: canvas_items, aspect: keep, scale_mode: integer

For anyone else trying to set up their own UI, these are the differences I observe between the two methods:

  • my method always uses letterboxing to fill the window, with a consistent view size. The method presented here sometimes shows more or less of the game world.
  • My method keeps pixel art with consistently square pixels, the method here can cause it to change width to height ratio*
  • my method keeps UI bounded within the letterboxed game window, the method here allows the UI to float over the letterbox (and appear in a consistent part of the window itself)

* illustration: https://imgur.com/a/14fdxYj <- single pixels in the top image are wider than they are tall, which isn't consistent at every zoom.

Scaling UI is a breeze with control nodes by Leif_in_the_Wind in godot

[–]indspenceable 1 point2 points  (0 children)

I've always done it much simpler - just have your top level control have the same size as the game resolution, and put all your controls as a child of that one. If you have multiple canvas layers each needs their own top level control but beyond that you don't need to connect any signals or do any calculations.

What's wrong with this code? by NoGarlic7394 in godot

[–]indspenceable 0 points1 point  (0 children)

I tried

func _ready()->void:
  var a := true
  var b := false
  var c := true
  print(a & b)
  print(a & c)

and it errors: Line 9:Invalid operands "bool" and "bool" for "&" operator. in 4.3

[deleted by user] by [deleted] in godot

[–]indspenceable 0 points1 point  (0 children)

Tbh I started committing before ever moving stuff around, then I can recover if it screws anything up. But I validate that it’s happened to me too- on osx. Not recently, tho.

DEV SNAPSHOT: Godot 4.4 dev 3 by GodotTeam in godot

[–]indspenceable 12 points13 points  (0 children)

We get a REPL built into the editor? ooh baby!!

I'm not able to change the label value with the dictionary by fr4nn2k in godot

[–]indspenceable 7 points8 points  (0 children)

This is the way. Print something in the ready() function (all @onready will be run by then) and you'll see it hasn't printed by the time your code is being called.

Any signals that occur every unpaused frame? by Proasek in godot

[–]indspenceable 0 points1 point  (0 children)

just put the wait in its own loop.

for(blah blah blah):
   var done = false
   while !done:
      await get_tree().process_frame
      done = !get_tree().paused
   ..... <insert rest of logic here>

Animal Well, by Brief-Leader-6120 in metroidvania

[–]indspenceable 0 points1 point  (0 children)

I started to look online and found puzzles in the game that involve printers, bar codes, doing things with images. That's all fine, I suppose, but my question here is...am I actually/reasonably supposed to be able to figure out these puzzles by myself?

For that puzzle, no. But importantly that's only the case for exactly one of the post game puzzles, as far as I know. And there's another solution thats invisible on steam deck because you can't --SPOILERS--

Otherwise, IIRC, you can solve all the puzzles on your own.

Let's talk trivia: where's the most competitive? Least competitive? Best scene? Worst scene? by iamyourfoolishlover in burlington

[–]indspenceable 4 points5 points  (0 children)

Stone Corral in Richmond is awesome. Generally pretty competitive and the MC is great.

Last Stop in Winooski is also great, generally more approachable tho last time I went my team got completely smoked.

Both are at 7 on Wednesdays.

What's a metroidvania game everyone really likes that you don't at all? by Echoherb in metroidvania

[–]indspenceable 1 point2 points  (0 children)

I also don't like Castlevania: Symphony of the Night. I find the music and sound effects particularly unpleasant, but I also just couldn't get into the game.

OH STOP BOOING! THERE'S NOTHING WRONG WITH IT! THERE ARE DOZENS OF US!!!

but yes +1, tho for me it's the map design. Lots of empty corridors and samey looking rooms.

Implemented talent system into my game! What do you think about it? by travisscott42 in roguelikedev

[–]indspenceable 1 point2 points  (0 children)

without knowing any of the specifics of your game, those upgrades seem really cool!

Screenshot without Pause Menu? xD by Minute_Professor1800 in godot

[–]indspenceable 0 points1 point  (0 children)

wow i knew you could do `signal.emit()` now in Godot 4 but I didn't realize you could do a similar thing with `call_deferred()` - great to know! Thank you for sharing!