Because I have a hard time explaining it. "What's a node tree system?"
lavaduder
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Dude signals are practically a requirement for collision. Just highlighting them is not giving them justice.
signal fire_ready func _ready(): NODEA.connect("fire_ready",self,"print",["Come in."]) emit_signal("fire_ready") #Honestly I could have used the built in signal "ready", but this was to show how to create them as well.
Hey so I've been using godot since 2.2; (or 2.6 I forget?) I can give you some really neat speed tips for the engine.
'export' key word for 'var' can help a lot if your re-using code. It allows for modulation between scripts.
export var i = 0 #This variable can be changed in the editor export(String) var s = "Four" #This variable can only be a string, it's never a float, bool, or int. export(int) var num = 4 # Like String before it, this can only be an integer export(bool) var torf = false export(float) var f = 0.5 export(Vector2) var vec2 #Yep every known variable can be used in the export. #Now for some unorthodox methods export(String,FILE,"*.json") var dialog = "" #This allows you to open files, And the .json bit is a filter, you can have unlimited filters. export(NodePath) var nodey #You can grab another node. enum COOLTOOLBARS {ASK,ASKJEEVES,ASKPROFESSIONAL,ASKNORTON} export(COOLTOOLBARS) var toolbar #Yep you can even use enums for the export key word, pretty neat huh?
I decided to look at my back catalog, and i've been jamming (off and on) since weekly jam 20 (https://itch.io/jam/weekly-game-jam-20/results) Man am I old. If you're reading this Pouley. Thank you.
Like the weapon variety. But after reading SOL games comment... Yeah there's really one you're ever going to use. I like the map, the ruins are perhaps the best zone. Enemies can easily be grouped into one place. I feel like the game did bug out on me. This is probably construct3 cause all the spawn and explosion effects I see on the screenshots appeared as thin white lines.