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Posts by YarnCat Games

Hahaha fair. Usually navmesh involves collisions that’s why I was wondering xD

3 weeks ago 0 0 0 0

How do you handle navmesh for npcs?

3 weeks ago 0 0 1 0

Sweet!! Looking forward to seeing the PR ^^ I’ll definitely be using it!

1 month ago 1 0 0 0

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.

1 month ago 0 0 1 0

Nice :)

1 month ago 0 0 0 0

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

1 month ago 1 0 1 0

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

1 month ago 1 0 1 0

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)

1 month ago 1 0 1 0

About node setup I wouldn’t have used center container only used it because you mentioned it

1 month ago 0 0 1 0
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Just noticed I forgot to to the pivot offset in the button for rotations.

1 month ago 1 0 0 0
Video

This is what the little test project looks like

1 month ago 1 0 2 0
TweenExample.zip

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.

1 month ago 1 0 2 0

I don’t usually use a center container, I wonder if that’s the issue, I’ll whip up a quick test project

1 month ago 0 0 1 0

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

1 month ago 0 0 1 0

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

1 month ago 0 0 1 0

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

1 month ago 0 0 0 0
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Preview
Flame & Forge Demo by YarnCatGames Flame & Forge is a Worker placement, deck-building, push-your-luck full of interesting choices!

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

2 months ago 13 2 0 0

I don’t know what third party support means. I used w4games’ console port version if that’s what you mean o.O

2 months ago 1 0 0 0
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Keep The Heroes Out for Nintendo Switch - Nintendo Official Site for Canada Buy Keep The Heroes Out and shop other great Nintendo products online at the official My Nintendo Store Canada.

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/...

2 months ago 1 0 1 0

I’ve been using it for years. I can now feel like those hipsters that’s like “I used it before it was cool 😎”

2 months ago 6 0 2 0

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?

2 months ago 0 0 1 0

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.

2 months ago 3 0 0 0
Post image

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.

2 months ago 2 0 1 0

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.

2 months ago 1 0 1 0
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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.

2 months ago 0 0 1 0

What do you mean?

2 months ago 0 0 1 0

They look great :) good job

2 months ago 1 0 1 0
Video

Made an Addon for #godot to help unity developers changing to godot feel more at home in the engine.

2 months ago 14 0 0 0

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 😂

2 months ago 3 0 0 0

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

2 months ago 10 2 0 0