Hahaha fair. Usually navmesh involves collisions that’s why I was wondering xD
Posts by YarnCat Games
How do you handle navmesh for npcs?
Sweet!! Looking forward to seeing the PR ^^ I’ll definitely be using it!
Is that in GDScript or for an engine PR? :o that does look/sound great, would love to see it as a built-in feature.
Nice :)
But that’s probably because when I found the center container I was already used to doing things in other ways so never really saw the need for it and kept doing things as I was already doing it. If the center container solves your problem that’s fine XD
Ah I misunderstood what you meant. Still wouldn’t use center container for that, would still use the shrink center horizontal on the vbox, or alternatively an h box with 1 empty container with full horizontal on each side of the vbox
Not really it’s just that it already is centered in the vbox without it, it just seemed superfluous to me. It isn’t really doing anything. (Shrink center horizontal in the layout settings for the button to center in this case)
About node setup I wouldn’t have used center container only used it because you mentioned it
Just noticed I forgot to to the pivot offset in the button for rotations.
This is what the little test project looks like
Awe, too late, already made the little project lol. drive.google.com/file/d/1P0Rf...
I didn't run into the same issue. I ran into a little issue when I tried animating scaling up when adding to the vbox, and the workaround for that was waiting 2 frames after adding before animating.
I don’t usually use a center container, I wonder if that’s the issue, I’ll whip up a quick test project
When I was doing it the pivot ratio variable didn’t exist, I think it’s new with 4.6 I would just set the pivot value with .size * 0.5
You can scale and rotate things just fine within a container in runtime, just can’t on the inspector on the editor. For position you can once you have all the children populated but it’ll snap back when the children change. I solved it by creating my own custom box containers that tween things
As gpu particles? I wonder how to leverage that to do a whole bunch of enemies. Having the overhead of different nodes for each really tanks performance 😰 there must be a way to do enemies like that talking directly to servers
yarncatgames.itch.io/flame-forge-...
Posted the demo for Flame & Forge on Itch.io now :) playable right on your browser, mobile included! #godot #indiedev #indiegames #gamedev
I don’t know what third party support means. I used w4games’ console port version if that’s what you mean o.O
Fairly easy. Mine was a bit harder because it has online multiplayer and there was some stuff that wasn't ready for that and I had to expose some methods myself. But I think now it's all good. www.nintendo.com/en-ca/store/...
I’ve been using it for years. I can now feel like those hipsters that’s like “I used it before it was cool 😎”
The import files are text, could maybe figure out how it’s done in the text file and make the necessary changes in the text files instead?
You can make the button itself a script and just reuse it when creating new buttons? That’s what I do. The tweens and sounds etc are all contained in the script.
This is from a particle system I made that mimics the way unity particle system works. The burst is a refcounted class. I did write custom to make the inspector for it look like that, but yeah xD it’s an array of that class.
You can make the loot table entry a class extending from either resource or refcounted. Then you can have an array of that. I definitely use that a lot. You can also write your own serialization deserialization of variables to control better how they show in the inspector.
Can you give an example? Almost everything I can think of is a variant o.O and you can also write your own resource types if needing something more specific.
What do you mean?
They look great :) good job
Made an Addon for #godot to help unity developers changing to godot feel more at home in the engine.
When I need to push performance on something in Godot I go into C++ land and there I can optimize to my hearts content, but with C++ the iteration times aren’t the same 😂
This is a project I’ve been working on for quite some time…
I always wanted to write something to help beginners, because I’ve been there. This is the book I wish I had back then!
Any share or support is truly appreciated. Hope you enjoy it!
#godotengine #tutorial #indiedev