@teahands
If I recall correctly you lamented the loss of the Unity Scene view while the game is running in the editor. I just found today a button in Godot that does something similar. Not quite the same, but could be useful none the less!
It's called Project Camera Override and can be activated while the game is running.
I can't find any mention of it in the Godot docs, but here is a short GDQuest video on it: https://www.youtube.com/watch?v=HuTKFha8QBs #godot#godotengine#gamedev
This threatened my sanity. Happy with a menu scene and its UI in #Godot, I copied the controls and buttons to a new menu scene. Changed the script in each button & it seems I had to edit each signal too. Then on testing I get buttons linking to the wrong path. I find they've changed their path themselves. Impossible? I re-edit wrong buttons, get them working but other buttons stop working. I edit those, test, some work but others now need re-re-editing. Seems signal related? #gameDev
Was using the camera2d to do the zoom, but font looks waaaay better if you set the scaling under Window (where you can set the resolution) in the project settings.
Blargh! All day trying to figure out why an Area3D wouldn't register a hit on my GridMap in #godotengine and it turns out it was the Jolt Physics engine!
Gotta set a specific option in the project settings if you want that interaction!
Once again I got an hour to do a bit of #GameDev 😃
But all I finished was convert level 3 to 5 from the old #Tiled format to Godot.
I really don't need anything as powerful as Tiled. The build-in tile editor in #Godot is more than enough for my needs. Even tho you can't rotate "scene tiles". yet! 😑
I've created a Debug Console control (ala Quake) for #godot which works well & decided to try using it as physical in-game consoles. Simple enough to hook up using SubViewport->CavansLayer->DebugConsole to render it to a texture. However it's not receiving input events to any of the Input/UnhandledInput/UnhandledKeyInput/GuiInput/etc. methods. I've hacked around it by piping input from the character controller. Is this an issue with SubViewports in general or have I messed something up? #gamedev
I'll create a button entirely in code
or I can add one as a Godot node
I could reference it as an image to load
so the user can press on an icon as showed
I can make it a label, a label with text
or add a box with collision detect
That requires experience that I haven't got
as to whether to make it a hotspot or not
Interaction semantics and arguing facts
Don't begin to correct my wayward syntax
This fuss over buttons to some will be petty
But I'm making a game, not making spagetti!
For those reading, I'm currently using button nodes with text labels - I guess? But in future I'd probably prefer the buttons to be sprites because thats how we create custom UIs, right? I'm guessing this will still be a button node of sorts but one I can 'texture' with an image? Thanks, anyone 🤠 #godot#godotengine#gameDev
I'm not sure what I'm going to make with this dungeon yet.
It started as a Random Map Maker for Android, for use with TTRPG, but I think I could turn it into something. Some kind of neo-Roguelike?
Once I've got proof-of-concept for a Map, I'll see what next.
Suggestions welcome.
Hice un cursillo rápido de GDScript para Godot llamado "Learn GDScript From Zero". La traducción al español tiene texto en inglés, pero es asumible. Los ejercicios los veo bien, salvo el tramo final que son muy liosos y cuando ves la solución te dices "ostia, si se refería a esto!".
Finally! I've implemented animations for door opening/closing and entering/leaving a room.
Still missing the knocking animation, which shouldn't be difficult to add now 🧐