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Hi! I found your tool on the Godot AssetLib and had tried to download from all sources (GitHub, Itch and Godot Asset Library). I have found that your demo works as expected but I have not been able to extend it to my own projects.


I'm not sure what's the exact cause of the problem, but I can't seem to expose the export_custom for the Inputs and Animations to the editor. Your demo with the character already set up has them on the editor, but if I try to make a new character using the same script, they don't have the inputs and animation exports. If I detach and reattach the script to the character in the demo, it wouldn't show up as well. If I change the PROPERTY_USAGE flag to something like PROPERTY_USAGE_DEFAULT, it would expose the Dictionary object, but not the list of button like yours has. Adding key/value to the Dictionary don't do anything either.

Editor Images link

Other weird errors also pop up like the AppliedValues object is instantiated but not assigned to the variable in the Controller object. I'm still trying to figure out how I can use this tool in my own projects. Any help you can offer is appreciated.

Hey there. Thanks for checking out this project.

I just downloaded the project from the asset lib in one other existing project of mine in 4.4.1 and had no issues.

The export_custom is there only to store the values you set up on the property list, in latest versions it would be the same as export_storage. The property list is populated on _get_property_list().



You can see here that it gets the list of animations to populate the editor with and it shows them one by one. That's so the editor shows you all required buttons or animations but they are stored in a packed manner instead of a thousand variables.

In your screenshots you can see the Input and Animation group of parameters, those are where you set up.


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Hi, thank you for replying to me.

I currently still couldn't quite use it as intended, as there are strange bugs. But I'll keep investigate.

In my current project right now, I decided to implement my own custom player controller. Your tool (and the original one from Noasey) gave me some good ideas on how I can implement my own, so even if I don't end up using your tool, it was valuable, so I appreciate your work.

Amazing! Yes, in my opinion that's the end goal. I believe these modular tools are more of a teaching implement rather than the final solution. Use it to learn how you want your game to behave then make it your own. You rock!

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Thank you for your kind words. Partly thanks to your encouragement, I have also shared one of my tools I'm using to develop my project on my page. It's a tool to create pathfinding behaviors in a 2D platformer (that I also extend from the work of another creator, TheSolarString on YouTube). I hope that it can also help other people in developing their own games.

Godot Asset Lib asset is approval pending.

(+1)

Congrats! I took a look and left you a comment. Great work :D