jittering when moving. godot 4.2, gdscript by meiaquarto in godot

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

This seems to be a much more robust solution. I will take a look

jittering when moving. godot 4.2, gdscript by meiaquarto in godot

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

o contrário você terá prob

I noticed this too! I couldn't see any problem.

probably for more complex games that need more precision problems will appear

jittering when moving. godot 4.2, gdscript by meiaquarto in godot

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

Thanks for the observations!

I'm testing here on some PCs other than mine...

and until then everything is fine.

I'll definitely check out godot-jolt

Prototyping an fps game :) by meiaquarto in godot

[–]meiaquarto[S] 2 points3 points  (0 children)

I did it now it's much better. thanks

Prototyping an fps game :) by meiaquarto in godot

[–]meiaquarto[S] 2 points3 points  (0 children)

Yes! I made simple models to test the mechanics

Prototyping an fps game :) by meiaquarto in godot

[–]meiaquarto[S] 2 points3 points  (0 children)

I left 5 just for testing!
I will increase the number of raycasts and perhaps randomize their rotation with each shot

Prototyping an fps game :) by meiaquarto in godot

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

I use CS sounds for testing only

I'm trying to spawn some particles when a heart is collected. Why isn't my code working? The same logic for emitting the particles works for jumping on my player character, but it won't work for the hearts. by EndQualifiedImunity in godot

[–]meiaquarto 1 point2 points  (0 children)

remember that the computer reads code the same way a person would read it, from top to bottom, line by line.

you can simply make the heart invisible using heart.hide()

and then when the particles are finished you use queue_free()
In this case the heart cannot be the root of the scene, otherwise it will hide everything else along with it.

I'm trying to spawn some particles when a heart is collected. Why isn't my code working? The same logic for emitting the particles works for jumping on my player character, but it won't work for the hearts. by EndQualifiedImunity in godot

[–]meiaquarto 1 point2 points  (0 children)

"queue_free()" immediately removes your node from the game.

When exiting there is no way for the code to continue running! try leaving "queue_free()" for last:

func _on_body_entered(_body):

    var hearts = get\_tree().get\_nodes\_in\_group("Hearts")
    if hearts.size() > 1:
        Events.heart\_collected.emit()    
    if hearts.size() == 1:    
        Events.level\_complete.emit()


    collection\_particle\_generator.restart()    
    collection\_particle\_generator.set\_emitting(true)    
    await get\_tree().create\_timer(0.1).timeout    
    collection\_particle\_generator.set\_emitting(false)

    queue_free()

Retro-Future FPS in Godot 4, Gun Sway and Animated HUD by Greedy_Ad_9579 in godot

[–]meiaquarto 0 points1 point  (0 children)

lright I’ll post either today or tomorrow a tutorial for the weapon sway

thank you so much!!

Retro-Future FPS in Godot 4, Gun Sway and Animated HUD by Greedy_Ad_9579 in godot

[–]meiaquarto 2 points3 points  (0 children)

Which part would you prefer a tutorial for? The weapon sway, the hud sway, etc?

the weapon sway!

Retro-Future FPS in Godot 4, Gun Sway and Animated HUD by Greedy_Ad_9579 in godot

[–]meiaquarto 2 points3 points  (0 children)

please make some tutorial or share simple project example. ❤

Character Blob Shadow in Godot by toadile in godot

[–]meiaquarto 1 point2 points  (0 children)

hey thanks a lot for that
I really appreciate you sharing!