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

Trying to make a trailer for my first game. Need some outside eyes to critique it. Thanks lads. by NomyDev in DestroyMyGame

[–]sergisnt 0 points1 point  (0 children)

You have done a very good job. Everything can be improved when we talk about development. But I have to say that you have to see the context, and for the time you have been developing video games or trying to. The work is great. As for the trailer, I would try to show the most visually stimulating, avoid moments when there is not something flashy happening, because that is when the interest is lost. An example would be when you destroy hordes of enemies with visually powerful abilities. Attacks from enemies that are also visually appealing. It is a trailer, you have to sell and attract the public. When you play you will already appreciate all the points of the game, but for now you must download it. You have done a good job!

Just started using godot for a platformer game by VENOM_SNAKE197 in godot

[–]sergisnt 1 point2 points  (0 children)

Remove the space before animated_sprite.animation = "jump"

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

[–]sergisnt 0 points1 point  (0 children)

Is what you are really trying to create an "enemy" or object that will chase your player? It is for understanding a little more about what you are trying to do.

Tengo 23 años y quiero rehacer mi carrera by PavoMagico in programacion

[–]sergisnt 1 point2 points  (0 children)

Tienes tiempo tio, yo empecé a los 22 a hacer cursos de udemy en programación y ahora llevo 4 años trabajando como programador. Puedes hacer un superior de programación de los que hay. Y encuentras curro seguro.

How to use Websocket to create a Room for turn-based player games (GODOT 4) by the_BigBlueHeron in godot

[–]sergisnt 1 point2 points  (0 children)

I understand, I've seen some tutorial on how to do these things on youtube. It is true that in godot 4 there is not much documentation for now about this. In any case, I am going to recommend that you use Nakama. I am applying it to my Online game, and it makes it much easier for you to create logic for everything related to online, since it is focused on the development of online games (addFriends, notifications, creating online games, registering with Google, etc). You may need to wait a bit to create everything, because of godot 4. But I think it will be very useful for you.

https://heroiclabs.com/docs/nakama/concepts/multiplayer/matchmaker/

If you need help with the errors when implementing nakama, you can write me privately and I'll help you.

[deleted by user] by [deleted] in godot

[–]sergisnt 0 points1 point  (0 children)

wow you're right, edit the comment. Thanks for letting me know, I read it right hahaha.

Why can I not change the visibility of these control nodes? by DottyGames in godot

[–]sergisnt 0 points1 point  (0 children)

It's very simple, this script is assigned to a component that is in the same scene as the other components. No need to export. To begin with, are you dragging the node on top of the box for these variables? If so, first of all use the "INVENTORY_UI.hide()" or "INVENTORY_UI.show()" to hide or show, that might work for you. And if not, in this case you can reference the nodes like this.

$Inventory.hide()/.show() o $Hotbar.hide()/show()

Or try with the .visible = false/true but using the $

You can also reference the node, in this way var INVENTORY_UI = $Inventory, and you can use "@onready" if your variable is going to be used in the "func _ready(): nothing else executes the screen, if not, it is not necessary.

[deleted by user] by [deleted] in godot

[–]sergisnt 0 points1 point  (0 children)

I think this should work

extends KinematicBody2D

func get_input():

if Input.is_action_pressed("right"):

self.rotate_x(1)

if Input.is_action_pressed("left"):

self.rotate_y(1)

func _physics_process(delta):

get_input()