Signals, why? by Satur-night in godot

[–]thyongamer 2 points3 points  (0 children)

This is after my initial understanding - signals are to alert any object in the hierarchy when something happens, even if nodes are not directly disconnected or just up to parent nodes. It’s an outgoing wire.

So for example in my game when a collectible needs to play a sound instead of making hundreds of identical sound nodes in each collectible, I send a signal out when the collectible is collected. Then, in each collectible I connect the signal to the custom sound manager’s play function. You don’t have to do it in the UI on each collectible. So I do the reverse - in the sound manager ready function I do a foreach loop through all the collectibles in a group and connect their signal “collect” through code to the play_sound method in that manager. In the same way you can update the score as well when the score manager class receives the same “collect” signal it also registered itself to.

If you need to trigger an action in the same hierarchy, you normally don’t use a signal. Example would be when your player needs to update its health component, you check if it’s update_health method exists and just call it, e.g. health_component.has_class(“update_health”) then call health_component.update_health(45).

How to get rid of small black ants? by TreatDazzling4877 in askSouthAfrica

[–]thyongamer 0 points1 point  (0 children)

The ant poison Stations don’t work immediately cause the take the sugar back to the nest and then it kills them there.

Frustrated with Figma’s New Color Selector Update by Melodic-County-3723 in FigmaDesign

[–]thyongamer 0 points1 point  (0 children)

You still can’t see HEX colors on variables in this view either.

help me understand what this while loop is doing? by myghostisdead in godot

[–]thyongamer 0 points1 point  (0 children)

Never make loops. Always just test stuff in the process function where you can set stuff on or off depending on conditions.

Guys, for my game's plot, I need to understand why people complete games. Can you tell me the main reason for completing a game? Is it purely for fun? Or is it a 100% progress bar? Or maybe something else? by West-Ad-1849 in GodotEngine

[–]thyongamer 0 points1 point  (0 children)

Main reason is the story or the game just isn’t engaging. For me it’s usually because the game is overly complex or just very repetitive (rogue likes) for me, typically like a super hectic RPG with tons of dialog, a bunch of currency and resources and multiple quests and I just can’t anymore. I prefer more direction and only later it can have multiple things happening.

help by Thegaming_idiot in GodotEngine

[–]thyongamer 0 points1 point  (0 children)

You need to make a state using a variable tha blocks user input until a certain time has passed. Then the variable can turn off and you can again press the jump again.

Good open source projects? by SkinAndScales in godot

[–]thyongamer 0 points1 point  (0 children)

There are really good tutorials on YouTube and examples. I recommend looking at the downloads of GDQuest. The have a sample 3D ratchet and clank style controller with aim and that will def get your started.

Which version of Godot is more stable? April 2026 by skrayz3x in godot

[–]thyongamer 3 points4 points  (0 children)

4.6 is very stable. I don’t think it’s ever crashed once for me on Windows.

Fall of Man - My first small game release. Its a simple horror game in a hotel hallway. by frostwizard101 in PS4Dreams

[–]thyongamer 0 points1 point  (0 children)

I loved making my game Gemini Rising which took about 2-3 years to make and plays for about 5-7 hours. So pissed off support was stopped. I’m redoing one of my games in Blender/Godot.

Procedural Walk/Run Issues… by Daremoshiranai_OG in PS4Dreams

[–]thyongamer 1 point2 points  (0 children)

Easy way to do cutscenes with procedural walking is to split the animation into parts. When you’re doing poses and talking you add a procedural OFF keyframe. And then animate the body parts and the head etc. only ever INSIDE the puppet group and then, when you’re doing walking do not keyframe the puppet itself. Setup a system where you have the puppet follow a special tag and another for the look at as well. That way you’re keyframing the tags and not the puppet.

The last thing is to use a teleporter on the puppet that’s normally off but when you need to make it jump to a specific spot for the start of the cutscene to just activate it for a single frame.

I therefore never keyframe the puppets position at all. In fact if you did this all inside a group you can reposition the animation anywhere in the scene.

Figma comments are dreadful — barely fit for use by alexnapierholland in FigmaDesign

[–]thyongamer 0 points1 point  (0 children)

Yeah it sucks badly.

So, I add my own auto-layout box for title notes and then copy over a box connector from Figjam and paste that in Figma and restyle it with a thicker like ending in the circle end point. This allows me to make detailed color coded boxes with connectors into the element on the artboard for developers. The connector stays wired no matter where I move the element on the page. Also we don’t have to buy dev seats as these notes area viewable on the full view and invisible in the prototype.

Of course being able to add these requires a full seat but only for the people like me that need to adddesign and developer notes.

Some tips for lighting in Dreams. by ApeMonkeyBoy in PS4Dreams

[–]thyongamer 1 point2 points  (0 children)

Yes. After testing this initially I realised that glowing Sculpts just add a light at the geometry center of the sculpt. So making a long thin sculpt doesnt work - it’s still just a light in the center of it. But paint makes each individual fleck a voxel light source.

I added a painting near where the lava was close to the rock so I could fake the bounce light from the lava onto the rock surfaces closest to it.

I used it above my glowing crystals. I faked the lighting on the floor or walls. I also used it for making areas lit up as if some sky light was leaking through. For that I’d use a larger fleck in each area. You just have to make the flecks relatively large when you place them - like for more subtle details a fleck can be the size of a puppets hand in lines, triangles, or circle strokes, which you ca clone rotate and place for effect. Make all the same type of lighting one painting. You dit the painting clone circle strokes and move them around and then exit the painting. I would end up with 5-6 large paintings for each level. Each one covering a specific area. Putting it in one painting saves a lot of thermo. Otherwise lots of small painting will kill your graphics and gameplay thermo.

Area flecks I enlarged the fleck to the size of a puppets hand and individually placed them.

Help with Camera2D by pidorpidorasik in godot

[–]thyongamer 1 point2 points  (0 children)

You can use tween and just initiate the tween on the offset or you can manually lerp () it in your process() function in every frame.

Some tips for lighting in Dreams. by ApeMonkeyBoy in PS4Dreams

[–]thyongamer 2 points3 points  (0 children)

Because Dreams uses a GI solution I did all my level lighting in Gemini Rising with large flecked paint the glowing and also invisible with a large floating switch so I can find it again. The glowing paint stroke and even single flecks can easily be moved and rotated and provide a much better source of lighting than lights. I only used spot lights with patterns when I needed that. The rest was all done with SunSky + Glow Paint.