Super-noob #Godot question:
I have a very simple 2D platformer with a tilemap to make the background and the platform, and a character with basic movement. I know how to "paint" some of my tiles with the "physics layer" so the character can stand on them etc, but if I try to include a "rigidbody2d", it bounces against my charachter, but passes straight through the floor tiles. Let' s say I am baffled and have no clue which beginner mistake I am making.
@lisyarus No, no rigid bodies in that tutorial. I have followed it and now I am trying to expand on it, but of course I have no idea what I am doing yet 😬
Oh man oh dang I just figured out how to do something really hard and my code worked the first time and the hell do you MEAN 27 errors come here I'll show you 27 errors #godot#godotengine#indiedev#gamedev
The next bit I want to do is the Town Scene.
This will have Shops to buy equipment, and sell loot
I have an Inventory System, that includes "external Inventory" e.g. treasure chest. I'm thinking that something similar, but with Prices attached, should work?
The system uses click-to-pick-up, click-to-drop (in inventories) rather than drag-n-drop, so checking Player has enough Gold on Pick up, subtract Gold on Drop (into Player inventory)?
@godotengine I know it's a meme, but I find it a bit sad for people that are looking forward advances in Godot's render. Would be nicer something similar from Godot
I have an Inventory System
Items are stored as ItemData (and sub-classes, e.g. ItemDataConsumable)
A Consumable can have Ratings (e.g. heal_value, mana_restorted)
When Used, this triggers the Function in it's Class, which checks what property the item has, and acts appropriately.
I can see this getting very cumbersome.
Do I stick with it, and keep expanding the USE function, or try to mangle a new solution?
Progress:
Inventory Tutorial finished.
Basics working. Features include Stackable, Usable, Equipment, Chests and HotBar.
Screenshots show Proc-Gen dungeon with random Portal (white) and Chest (red).
Great timing! I was just about to figure out the animation system in Godot. Can't wait for the 4.3 along with all the other improvements (like exporting GDScript files as binary files).
#godot developers, what's your best practice for Steam cloud saves? Until now I've used the Godot "user data folder" for save games, but obviously Steam has no knowledge of that folder. Just curious what you all do, if you use cloud saves at all.
@risingtail@aaron_codes, it honestly doesn't matter, it's wherever your game already stores saves, but OS-wise defaults are app specific folders under "%USERPROFILE%\AppData\Local" on windows and "$XDG_DATA_HOME" on linux (if XDG_DATA_HOME is not set, you should default to ~/.local/share per desktop spec)