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m0nkeybusiness

9
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A member registered May 01, 2018

Recent community posts

Hey OscarVezz, dont want to be rude or something but I wanted to ask whether the plugin is still being developed / the Roadmap Stil being pursued. I was kind of hoping for the 3d particles. I could imagine that this is quite a big update so if you say it is not achievable it would be sad but understandable. I just wanded to know whether waiting for it makes any sense. If not I will Look for Another solution. 


Ty in advanced. 

Cheers

On that note, do you know when you will come around publishing 1.4.? Cheers

Thats great. I can tell you things that I thought of but I can not guarantee, that they are not possible already. So if they are possible a small tip how to achieve it would be awesome.


Bounces: Bouncing back from walls and objects. Godot 4.4. (I think?)  introduced more constistent TileSet Collisions so that should help there too.

Charge up before firing: I know a charge before every shot is possible. But is there the option for a single charge before firing automatically without charges in between shots? Think of an Minigun for instance. 


I am sure when I will implement more guns and work more with your plugin ideas will come and I will let you know! Thank you so much.

Hello and again thank you for the detailed answer! Really appreciate it. 

I am sorry if I am looking in the wrong location but at the position where I can activate "Override Position" there is no "Override Destination" like in your example picture.

I am using 1.3. of the plugin. That is the current version correct?

TY again

After further testing I realized that the destination value has the same problem than the spawn point. It is not derived from the last method call but from the first. Taking this in consideration the overwrite position would most likely actually work but still limits the possibilites. Furthermore I would need a overwrite destination then as well. Making it work without "overwrite" would still be preferable to me.

Hello OscarVezz,

When I use your pre-built charging system I run into the following problem.

I run the following code in the _process func of my weapon script. 


if charging and Input.is_action_pressed("mb_left"):
projectile_manager.request_execution(0,0,end_of_gun.global_position,get_global_mouse_position())
if Input.is_action_just_released("mb_left"):
charging = false


The weapon gets charged properly and discharges at the correct time BUT the projectile is not spawned where the last "request_execution" method call happened but at the position where I started charging the weapon. 

For charge-type CONTINUOUS  this means where I started pressing the left mouse button.

For DISCRETE this means where I started the charging intervall that triggered the discharge. Independently of how much it was charged already.

For MANDATORY this means were I pressed the mouse button.

Activating "position override" introduces new problems and I would prefer to spawn the bullet at a position of my choosing.

Is that a mistake on my side? If so it would be greatly appreciated if you could point me into the right direction. Or maybe it is a bug and you did not encounter it because the grand frog mage (!) in your example scenes is stationary?

Thank you in advance

(1 edit)

not really lifesavers, quite the opposite tbh

Wow. What a detailed explanation. Perfect support.

Thank you so much!

First of all amazing plugin! Exactly what I need for my game! Works like a charm.

Maybe I missed that in your documentation so far but I got a question:

How can I access methods of the attacks and projectiles. Are there signals available? 

For instance: I would like to set a variable or execute a function when the attack goes into recovery mode or leaves recovery mode. An example would be awesome. TY