Godot Engine

137 Topics 338 Posts


  • Master the Godot Engine and game development with our collection of tutorials and guides.

    11 Topics
    25 Posts

    It is not possible that it is saving the gdscript in the pck and that it even includes the original comments.
    Even the gdscript can be read with the notepad inside the pck.

    This should be the most important thing in Godot's future roadmap.

  • A friendly space for beginners to ask questions, seek guidance, and get started with Godot Engine.

    24 Topics
    54 Posts

    Hi, i would need some help with custom low-level networking stuff.

    I am trying to build a Godot based client for an existing network game Pioneers (a Catan clone). The protocol is a text based TCP protocol (each line is a message). I have no problem connecting the server using netcat, i can type messages and the server responds. But i cannot manage to make it work within Godot. I am instanciating a StreamPeerTCP and call connection.connect_to_host('localhost', 5556), no error is returned but the state of the connection never leaves the "connecting" status. What i am missing?

    var connection = StreamPeerTCP.new() func _ready(): var _error = connection.connect_to_host('', 5556) if _error != OK: # This never happens printerr("Failed to establish connection, ", error) func _process(): print(connection.get_status()) # This always returns 'connecting'

    Thanks for the help in advance.

  • Explore GDScript, the user-friendly scripting language of Godot Engine.

    18 Topics
    46 Posts

    I would suggest not using GDScript for that, but instead just make the camera a child node of the object it should follow.

  • Discuss using C# and C++ in your Godot projects.

    6 Topics
    15 Posts

    @Punkgrin Thank you very much, I now understand the importance of GDScript a lot more. I will be attempting to learn it

  • Dive into the world of 2D and 3D game development, physics simulations, and related topics.

    6 Topics
    12 Posts
    extends Spatial # Oyuncunun hareketini izle func _process(delta): var speed = 5 if Input.is_action_pressed("ui_right"): translate(Vector3.RIGHT * speed * delta) if Input.is_action_pressed("ui_left"): translate(Vector3.LEFT * speed * delta) if Input.is_action_pressed("ui_up"): translate(Vector3.FORWARD * speed * delta) if Input.is_action_pressed("ui_down"): translate(Vector3.BACK * speed * delta)
  • Encountered a problem? Seek assistance and troubleshooting help from our knowledgeable community.

    64 Topics
    173 Posts
    if Input.is_action_just_pressed("jump"): if is_on_floor(): velocity.y = jump_velocity elif not has_smashed: moving=false velocity.x=0 velocity.y = -jump_velocity*2 has_smashed=true if moving==true: var direction = Input.get_axis("left", "right") if direction: velocity.x = direction * speed else: velocity.x = move_toward(velocity.x, 0, speed) else: await is_on_floor() moving=true