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  • sepTNundefined

    Join the _init() User Group - Exclusive for Our First 100 Members!

    Scheduled Pinned Locked Moved Announcements
    0 Votes
    29 Posts
    390 Views
    Punkgrinundefined

    This is honestly hype to be a part of. Can't wait to see what prospers from this wonderful community.
    Random thread about me being incompetent at game development:
    https://godot.community/topic/195/i-m-attempting-source-style-air-movement-but-there-s-some-caveats?_=1701216862093

  • Denis Galicundefined

    B.0.T - Demo

    Scheduled Pinned Locked Moved Work in Progress
    2 Votes
    11 Posts
    274 Views
    Denis Galicundefined

    favicon

    X (formerly Twitter) (twitter.com)

  • Periodiclarkundefined

    What Was the First Video Game You’ve Ever Played?

    Scheduled Pinned Locked Moved General Discussion questions
    2 Votes
    10 Posts
    98 Views
    AnonyBunnyundefined

    Ooh, Spiral Knights was my first videogame, it's a topdown mmorpg woth a really cool visual style. I probably played a total of 800 hours over all of my saves.

  • Jellyfishundefined

    You watched Oppenheimer? Me too! We should be friends!

    Scheduled Pinned Locked Moved Introductions
    1 Votes
    10 Posts
    73 Views
    Jellyfishundefined

    @saptak-bhattacharyya Hey, if you are new to Godot, you may want to watch some beginner tutorials on YouTube first. At least that is what I did when I first learned Godot. Godot supports many coding languages, but I suggest you learn gdscript, which is very suitable for beginners since it’s based on Python. I can’t teach you in real-time, but if you struggle with bugs or anything while coding, simply post your problem on this site and I or somebody else will help you as quickly as possible. You may want to start first with some basic platform game. It may get a little bit boring at first, but when you understand the basic you will soon be able to make other kind of games like visual novel, top-down, etc. Just be patient a little bit and you will soon master it.

  • sepTNundefined

    Unity New Pricing in 2024 is Crazy

    Scheduled Pinned Locked Moved Unity, Unreal, and Other Engine
    1 Votes
    10 Posts
    1k Views
    sepTNundefined

    Updated the first post with latest blog from Marc Whitten. Unity Personal actually got kind of upgrade with the limit increased to $200,000 and removal of Unity splash screen for free :gochan: . But the runtime fee stills await you later on once you've passed their threshold.

    If only they straight announce this instead of the previous disaster, the backlash wouldn't be this big imo. :gothink:

  • sepTNundefined

    Protecting Your Godot Project from Decompilation

    Scheduled Pinned Locked Moved Tutorials & Guides
    0 Votes
    8 Posts
    2k Views
    rgyaniundefined

    These steps dont work for android, right?

    I see all the options and was able to generate the templates, but the exported aab still contains plain source code

  • IceIceBergyundefined

    Set start parameter to PackedScene.

    Scheduled Pinned Locked Moved Ask
    0 Votes
    8 Posts
    197 Views
    Spaghettificatedundefined

    When you .pack() scene all the children that do not have that node as the owner not being saved, same with all variables that do not have export in front of them, maybe that's the issue?

  • MaplewoodStreetundefined

    4-Color Game Boy Palette Shader? - Godot 4

    Scheduled Pinned Locked Moved Ask
    1 Votes
    8 Posts
    120 Views
    AnonyBunnyundefined

    You're very welcome! I'm glad I could help you.

  • sepTNundefined

    GDScript Cheatsheet

    Scheduled Pinned Locked Moved GDScript tutorial beginner programming gdscript
    4 Votes
    7 Posts
    10k Views
    Amirhoseinundefined

    Thank you very useful! ❤

  • Muhammad Aregbesolaundefined

    Enemy not rebounding off of walls multiple times.

    Scheduled Pinned Locked Moved Solved Ask
    0 Votes
    7 Posts
    74 Views
    altriaundefined

    @Muhammad-Aregbesola Glad it help :gofun:

  • altriaundefined

    Godot 3 or Godot 4: Which Version Should You Choose?

    Scheduled Pinned Locked Moved Beginner's Corner
    4 Votes
    7 Posts
    4k Views
    Lightvemsundefined

    Prob Godot 4

  • arcaneenergyundefined

    Introducing Sandbox Elements! A sandbox game where you can play with elements.

    Scheduled Pinned Locked Moved Work in Progress sandbox physics elements
    3 Votes
    6 Posts
    226 Views
    arcaneenergyundefined

    Thanks, appreciate all the feedback!

  • RedDoorundefined

    Godot on multiple screens ?

    Scheduled Pinned Locked Moved Ask
    0 Votes
    6 Posts
    164 Views
    altriaundefined

    I don't think it exist, multi windows mode was a new thing that recently added on Godot 4. But I don't have Godot 3 installed for me to check it myself.

  • Funky Gamingundefined

    Meshes not being imported correctly (godot mobile 4.1)

    Scheduled Pinned Locked Moved Ask
    1 Votes
    6 Posts
    39 Views
    altriaundefined

    @Funky-Gaming Web version is like that, (seems like not responding) even if you browse it in PC browser. Try it again and give it about 10 minutes and see if anything shows up.

    Yes you can submit it as an issue here, make sure you include:

    Your phone model Version of Godot you were using The sample meshes that you were trying to get into, but giving you problem Screenshot if applicable
  • MaplewoodStreetundefined

    Sequenced Music (MML / MOD / MIDI) in Godot 4?

    Scheduled Pinned Locked Moved Ask
    0 Votes
    6 Posts
    113 Views
    AnonyBunnyundefined

    @MaplewoodStreet Darn, not sure how to fix that, sorry.

  • Семён Дружининundefined

    Problem when exporting a c# project

    Scheduled Pinned Locked Moved Unsolved Ask
    1 Votes
    6 Posts
    251 Views
    TC93DEVundefined

    @Семён-Дружинин said in Problem when exporting a c# project:

    Forgive me, I am very bad at English and the translator does not work very well with such texts.

    It's all good. I will try to be more concise instead of rambling!

    Hopefully we have found the issue, or at least we have found two issues.

    This issue is related to rcedit.

    modules/mono/glue/runtime_interop.cpp:1324 - Failed to export project: Failed to build project. Could not create child process: rcedit D:/Godot/Proxima-B2/Build/Proxima-B.exe --set-icon C:/Users/Семён/AppData/Local/Godot/_rcedit.ico --set-version-string CompanyName beta-for-leath0r --set-version-string ProductName beta-for-leath0r --set-version-string FileDescription beta-for-leath0r --set-version-string LegalCopyright beta-for-leath0r --set-version-string LegalTrademarks beta-for-leath0r editor/export/editor_export_platform.h:175 - Изменение ресурсов: Не удалось запустить исполняемый файл rcedit. Настройте путь rcedit в настройках редактора (Экспорт > Windows > rcedit) или отключите "Приложение > Изменить ресурсы" в пресете экспорта. Could not create child process: rcedit D:/Godot/Proxima-B2/Build/Proxima-B.console.exe --set-icon C:/Users/Семён/AppData/Local/Godot/_rcedit.ico --set-version-string CompanyName beta-for-leath0r --set-version-string ProductName beta-for-leath0r --set-version-string FileDescription beta-for-leath0r --set-version-string LegalCopyright beta-for-leath0r --set-version-string LegalTrademarks beta-for-leath0r editor/export/editor_export_platform.h:175 - Изменение ресурсов: Не удалось запустить исполняемый файл rcedit. Настройте путь rcedit в настройках редактора (Экспорт > Windows > rcedit) или отключите "Приложение > Изменить ресурсы" в пресете экспорта.

    Godot is missing rcedit. To set custom icons among other things in the build process you need rcedit installed.

    docs.godotengine.org/en/stable/tutorials/export/changing_application_icon_for_windows.html

    github.com/electron/rcedit/releases

    Point to the rcedit.exe at Editor Settings -> General -> Export -> Windows -> rcedit.

    6c98fe54-207e-4c0f-961f-d2a6550cdc9b-image.png

    The second, different issue:

    10137c8e-0e57-44c7-872f-499bf587573e-image.png

    There is a resource in the project using a Cubemap Array which is not supported in Compatibility mode; this will need to be removed or you'll need to use Forward+ rendering.

    Internal rendering architecture

    This page is a high-level overview of Godot 4's internal renderer design. It does not apply to previous Godot versions. The goal of this page is to document design decisions taken to best suit Godo...

    favicon

    Godot Engine documentation (docs.godotengine.org)

    Starting with these two things will get you on the right track mate. Rcedit is the easier of the two to fix so perhaps start with that.

    Good luck, let me know how you go!

  • altriaundefined

    What games you are currently playing?

    Scheduled Pinned Locked Moved General Discussion
    0 Votes
    5 Posts
    49 Views
    kago_devundefined

    I've been playing a bit of the premium version of Dwarf Fortress. They did a great job, the art and audio are wonderful.

  • altriaundefined

    Using Progression Systems to Keep Players Engaged

    Scheduled Pinned Locked Moved Game Design & Mechanics tutorial
    1 Votes
    5 Posts
    457 Views
    altriaundefined

    @sepTN yes sir :gok:

  • Cezitoundefined

    Playing animation from a specific keyframe

    Scheduled Pinned Locked Moved Solved GDScript
    0 Votes
    5 Posts
    170 Views
    Cezitoundefined

    @altria said in Playing animation from a specific keyframe:

    Does that mean it doesn't return -1 if you run it later down the blocks?

    It returns -1 in any place

    Update on my post that's being analyzed: I found out about AnimationPlayer.speed_scale searching on google now everything is working just fine! Thank you!

    new code:

    func update_gun(): if Input.is_action_just_pressed("fire") and anim_player.is_playing() == false and cocked == true: shoot() cocked = false elif Input.is_action_just_pressed("fire") and anim_player.is_playing() == false: hammer_debug = true anim_player.speed_scale = 1.0 anim_player.play(trigger_cock) anim_player.connect("animation_finished", func on_anim_finish(anim_name): if anim_name == trigger_cock and hammer_debug == true: shoot() ) if Input.is_action_just_released("fire") and anim_player.current_animation == trigger_cock: hammer_debug = false anim_player.speed_scale = -1.0 func _process(_delta): update_gun()

    Just added a little debounce so the animation ending while going backwards don't call the shoot function.

  • Sethielundefined

    How to do simulation with many entities?

    Scheduled Pinned Locked Moved Unsolved Beginner's Corner simulation
    0 Votes
    5 Posts
    108 Views
    IceIceBergyundefined

    I would take a look on how minecraft was made, using threads to deal with those objects.

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