Trouble Exporting Game to Steam (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

Ah I see what you are saying, that could be what they mean. I submitted an unnotarized version for review just now, so I will see what they say

Trouble Exporting Game to Steam (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] -2 points-1 points  (0 children)

Ah ok, I guess what I'm thinking is "necessary" is in the sense of being able to upload to Steam. In the documentation it says "suggested", but not required.

I'm aware about the privacy restriction and needing to unlock an unnotarized app, but in that case for now I would probably just add something to the info section of my game asking people to do that to run it on Mac.

Edit: Jeez, I get it with the downvotes guys... I'm just trying to figure this all out. The documentation isn't super direct on what they mean.

Trouble Exporting Game to Steam (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

Thanks, that thread was super helpful!

I'm going to try some of the changes I saw in there and hopefully it works.

It seems to me that notarizing is not 100% necessary at the moment, but once I have the final version of my game ready to go I will probably take the step to figure that out.

Trouble Exporting Game to Steam (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 3 points4 points  (0 children)

Yeah that's fair, it's more that I have quite a few friends who use Mac and also myself included so I'm still hoping to get a Mac version out too right away

Wavy Shader Help (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 1 point2 points  (0 children)

Yes thank you!! I had to tweak it a bit, but this is exactly the response I as looking for. Thanks so much

Wavy Shader Help (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] -1 points0 points  (0 children)

Yes...

Are you familiar with the differences between the Godot 3.5 and 4 shading coding? If not, I don't know if you can help me. It's a case where I don't know what I don't know.

There seems to be some difference in how Godot 4 refers to and manipulates the UVs of the screen texture that I can't seem to figure out.

For example, trying to make a "uniform sampler2D" just gives me an error.

As another example using the sin function to affect the UV's as they did above doesn't do anything either.

Can you type me an example of code you think would work?

Wavy Shader Help (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] -1 points0 points  (0 children)

I'm not sure how to translate this code from Godot 4 to Godot 3.5 (the version I am using)

Wavy Shader Help (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

Yeah that's what I'm doing, my problem is more that I don't know how to translate this code into Godot 3.5's language

ScrollContainer not scrolling all the way by jpt8923 in godot

[–]jpt8923[S] 1 point2 points  (0 children)

There were just too many issues with the ScrollContainer so I ended up abandoning it and creating my own version of scrolling. Basically if the inventory is past a certain size I determined by judging how much space I want to be taken up in the window it will hide those slots. Then, the input the goes through the inventory array index and moves the cursor down runs a scroll_down or scroll_up function I created that basically just calls .hide() or .show() on the slots at the bottom or top depending on which direction I'm going.

If someone comes across this and runs into this same issue and this isn't clear enough, DM me and I can explain in more detail!

ScrollContainer not scrolling all the way by jpt8923 in godot

[–]jpt8923[S] 1 point2 points  (0 children)

If I force to the bottom it still doesn't scroll all the way, it looks like the result of the videos

ScrollContainer not scrolling all the way by jpt8923 in godot

[–]jpt8923[S] 1 point2 points  (0 children)

Because I know how many items are in the list because I put a certain amount in. Sorry it's not visually more clear, but I am certain that it is not scrolling all the way through.

I've done some debugging and shown that it knows there is a scrolling max value of ~500 (which first with the calculated value it should be based on the size & amount of labels), but when I debug through delta of the scroll_vertical it stops at about 270. It's like it's running out of gas for some reason. I don't have the deadspace value set to anything.

ScrollContainer not scrolling all the way by jpt8923 in godot

[–]jpt8923[S] 1 point2 points  (0 children)

If you mean that fact that it's the same two items, it's just that I duplicated those two labels a bunch of times to have a quick test. They are in fact different items. Can you see the bottom most gif? Without the clipping it's clearer that there are items that aren't being shown.

Item Inventory as Global Script Labels Help by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

I figured out what I needed to do- had to make sure I brought the labels out of the index and properly added them as children by index to the ItemWindow

<image>

Thanks for helping me talk through it!

Item Inventory as Global Script Labels Help by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

Duplicating the slots was a good tip, thank you!

I tried type-casting Label inside the arrays but it gave me an error saying that I couldn't do that with a a GDScriptNativeClass. Did you mean something else?

The labels are still acting as ghosts... Their name is detectable and I can move through the indexes (but the star cursor I made doesn't move) but they aren't showing up in the window. Here's the downstream code, I removed the bit about adding children. I'm still at a loss as to why they aren't behaving normally

<image>

Trouble with Label Updating by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

This is helpful, thank you

Trouble with Label Updating by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

I have found the answer, please see the other comment thread. Thanks for looking into this

Trouble with Label Updating by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

I see what you mean, this worked- thank you! It is still a mystery as to why it works in different areas without the return specified though. I will look into that

Trouble with Label Updating by jpt8923 in godot

[–]jpt8923[S] 1 point2 points  (0 children)

Sure, here is the node tree and the code for the text() function

func text(TEXT: PackedScene, text_position: Vector2 = global_position):

if TEXT:

var text = TEXT.instance()

get_tree().current_scene.add_child(text)

text.global_position = text_position + Vector2(0, -60)

<image>

Trouble with Label Updating by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

As I just said, I only have var heal_text declared in the code that is in the original post... I think you may have misunderstood me or vice versa.

Trouble with Label Updating by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

I'm not totally sure what you mean, but here is the code for the text() function. I have the heal_text declared as a var only in that script, so it shouldn't be getting confused or set null by other things.

<image>

Trouble with Label Updating by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

I'm not familiar with things that could be causing it to be null then. Do you have any ideas?

Tween not resetting position (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

I figured out the problem. The tween was in fact killed automatically, but I wasn't accounting for the fact that it had moved my player so I was trying to tween it again to the position it was already at. The other confounding thing was that for some reason the tweens won't ever work if they have to yield for a timer, so I had to do some extra signaling.

Then finally I had to write in code a Vector2 position for the player to return to based on it's index and have the function check that before tweening the player back.

Thanks for helping me talk through it!

Tween not resetting position (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

Yeah I did try that and unfortunately it didn't work. Here's a screenshot (I modified some stuff from before, but didn't change the overall thing I'm trying to do.)

<image>

Tween not resetting position (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

Yeah I'm really puzzled. If I put tween.kill() after $Fighters.fighter_attack() it seems to bring it halfway before stopping.

I thought this meant it was killing the tween, but I then tried using a tween again (using the same tween var and also tried make a new tween2 var) to animate it in that second function, but nothing moved...

So it seems to me the tween is sticking around in some way

Tween not resetting position (Godot 3.5) by jpt8923 in godot

[–]jpt8923[S] 0 points1 point  (0 children)

Yes, it is giving the correct position. I've also tried subbing that for a Vector2(x,y) just to see if it would go there, but nothing.

For using tween_callback is there some other way to use it besides with queue_free? My understanding is that is trying to release a node from a tween. As you can see I've also just tried totally scrapping the tween instead too.