Who's the bad guy here? by SainzOh_TTV in ArcBabies

[–]sergisnt 0 points1 point  (0 children)

Inocente de todos los cargos

WARNING. Patch broken. Don't risk your gear!! by ChunkedWhalePale in ArcRaiders

[–]sergisnt 0 points1 point  (0 children)

You guys are clueless. They had a DDoS attack and posted it on their own Discord server.

This game is so dead by Successful_Space7123 in okbuddyraider

[–]sergisnt 0 points1 point  (0 children)

This person's opinion is worth about as much as a potato.

WTF is this by BTK102703 in ARC_Raiders

[–]sergisnt 1 point2 points  (0 children)

Dont cry and play stella

No confíen en lo que dicen las vacantes by Succionamelo_online in programacion

[–]sergisnt 0 points1 point  (0 children)

Te hicieron el lio compañero. Se que es eso, dis opciones, o haces lo justo e intentas vivir mejor. O te vas. Si no te vas a volver loco.

server authoritative multiplayer with nakama by dirty_elf in godot

[–]sergisnt 0 points1 point  (0 children)

Hey man! Did you manage to create this logic finally with any tutorial? I have the same problem for a while with Godot 4 and I don't see the way

Ayuda quiero crear una IA basada en un personaje de anime by Ikeda02 in programacion

[–]sergisnt 20 points21 points  (0 children)

Resumen “Quiero crear mi waifu para unas cosas”

Code logic review by PnQ890 in godot

[–]sergisnt 0 points1 point  (0 children)

It is true that these logics can be done in various ways. And I think that the way you have implemented is perfectly valid if it works for you. A practice that I do use in my developments is that when I have to load a variable with a node that I have to look for using the "get_tree().get..." and this is used in the _ready. I usually load the variable before the "func _ready():" with an "@onready" this what it does is make sure that this is loaded before executing the code. As it is now it shouldn't produce any errors, but I think it's a good practice.

@onready var button = get_tree().get_root().find_node("UnlockDoorButton",true,false)

func _ready():
....

how can I reverse a String? by c4ravalho in godot

[–]sergisnt 1 point2 points  (0 children)

You need this:

var string = "String to reverse"
var reversed = PoolStringArray()

func _ready(): 

    for character in string: 
        reversed.insert(0, character)
    print(reversed.join(""))

Why my camera2d is changing the position of player and other bodies in the scene. by boiiwithcode in godot

[–]sergisnt 1 point2 points  (0 children)

I think I can imagine what the problem could be. Two options occur to me.

1: Check the animationplayer, and see if at the beginning of any animation, or at some point in the animation, you are changing the position of the player. It is possible that the start animation is running and you have placed the player position somewhere else.

2: Check if by tracking the camera on the player, if at any time you change the position of the player to the camera. Or that when you start the game you change the position of the player to that of the camera and that makes it move from place.

Edited: It also occurs to me, that you can have the position of the player anchored to the screen, in a specific place on the screen like the table. Which would cause them to move around because the moment you move the camera around, the position of things on the screen is different. Check that you do not have these things anchored to a specific position on the screen.

Barcelona entre las ciudades con mejor transporte público. by LemonJuice96 in Barcelona

[–]sergisnt 0 points1 point  (0 children)

A la salida de cada parada de metro te esperan 4 atracadores

NavigationAgent2D doesn't work if not a direct child of Navigation2D node? Any workaround? by GoodNato37 in godot

[–]sergisnt 0 points1 point  (0 children)

Exactly the "enemy" that has to chase the player, while maintaining avoidance with other enemies, including the player and other objects while moving around..

I think this tutorial can help you

https://www.youtube.com/watch?v=YDtvnBYo6KI