Yes it can be achieved by put it in the same scene of the UI of the health bar and change how the signal are connected.
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Hi, I'm sorry I only speaks french and english but if google translate is right, you seems to ask about the cooldown? If so, there is Timer call cooldown, you can find it on the player scene. Hope it's help
That's stange, I know that I have portability the force us to almost create a new workspace when switching from desktop to desktop. Not the best but I ain't got any other solutions to this time.
The workspace saves the route and assure that when an image is saved, the root is set locally "e.g. res://assets/portraits/Fox.png" should be saved and not "home/levrault/examples/assets/portraits/Fox.png". Is there a way that you could open an issue right here https://github.com/Levrault/LE-dialogue-editor/issues with your generate JSON file, workspace cfg file, and describe your env? I will do my best to fix this issue!
Ah! Good one, but play the same game on gdquest's Twitter feeds https://twitter.com/LFLangis/status/1335333834070642689 with some good acronym,
Low Effort dialogue editor
Light Engine dialogue editor
Light Evolutive Dialogue editor
Levrault's Egocentric Dialogue Editor
while it's just a French meme at the end ><
Hi, those are GraphNode, are in-engine Godot nodes. I just changed the theme to something more appealling. I will soon add a doc about the generate JSON that should be useful for every type of engine ;)
Hi, I didn't really develop the demo with browser in mind, so maybe I did something wrong even if the game is pretty light and run well on desktop. But it run fine in the last chromium and Firefox version on my side so it can be related to your environment maybe.
Hi, thanks for the replie :) but yes, I'm currently working on a new project and I don't have too much time to re-work on this project.
But if you want to add a charge attack, it should be pretty easy (if everything I done work like it suppose to). Create a new state, make it inehrit from Attack. With a timer and a new class variable on player.gd, you should be able create a charged attack. Edit attack-light, play with input event is_action_pressed and is_action_released to decide when you need to charge for the medium attack or the charge one. Like when action is pressed is activated, start the timer, if the player release before the end of the timer, transit to light attack, if not, transit to you new charge attack.
For the ledge grad, I created one a another project but wasn't happy about it, But if I remember right, I created an scene with all the ledge tile and added a area 2D on it. When the player collide with, I checked is current state (like in air or falling) and make it switch the the ledge crab state. Here a pretty easefull script (I took it for tetraforce, but he doesn't use it anymore so here a link from one of my project https://github.com/Levrault/godot-maximilien-adventure/blob/d44f80256bb92bde325ff4d91e67c8cbc0d1f092/factories/Factory.gd) that could help you add you new "ledge" scene without placing them by add but by keeping it in your tilemap.
I hope it help you.
Work flawlessly on linux and got a great time with. I got stock at the level where the crate should confuse bear...and yes I was confuse with it.
A great thumb ups for the pixel art, this is gorgeous, it remind me a lot of Jazz Jackrabbit (I don't know why). Music is great too.
Maybe the only improve I could think of, would be to implement a little tutorial. Even if the visual help a lot to understand, I took me some times to get some of the core gameplay element.
Keep the good work !
Cool and simple concept. A little bit hard with the mouse, it took me a few times before getting how to correctly slide toward the light. I really like the smooth animation when the light get up.
You comment is really heartwarming! I added the "play in browser" feature ihere, I simply forgot about this feature.
I don't really want to expand it since I wanted to stay in a strict scope to be sure it's gonna be finished on time. And I'm not really good at level design, all the other level where really "meh". But if I came with better idea, I will update the project.
I re-export the project on windows and the issue seems to be fix... maybe an export problem. I will do the same for the linux and mac version but I can't test them for the moment. Tell me if it's better now. Thanks.
it's seems that physic broke on certain linux version. Can you tell what is your hardware and if it happen everytime you'r jumping ? I didn't have time to check the issue but I will try to fix it if I can reproduce it :P
Thanks you so much for listening to our feedbacks<gwmw class="ginger-module-highlighter-mistake-type-3" id="gwmw-15548828391769041974957"> !</gwmw> Having those templates helps a lot, not just for prototyping, but also just to learn how a game engine works. Continue the good work!
Wonderfull work ! I use it to learn godot and it feel so pleasing to get some real animation while working. I'm curious, since almost all attack are made to be use when the character isn't moving, to you plan to add some moving attack ? Thanks a lot.