TwistedTwigleg If you have a chance, can you let me know if it looks better now on your 21:9 display?
No, it doesn't work. I think you forgot to specify pixels.
min-width: 2000px
TwistedTwigleg If you have a chance, can you let me know if it looks better now on your 21:9 display?
No, it doesn't work. I think you forgot to specify pixels.
min-width: 2000px
cybereality Good catch! It should be fixed now.
My scene isn’t reloading properly, can anybody help?
I implied a win/lose system based on a tutorial I watched on YouTube and it should give the player the ability toe reloading the level after failure. However, the reloading feature doesn’t seem to work probably. Even though the scene reloads, the player still all the weapons and ammo they’ve picked; that doesn’t make sense to me since the player’s health reloaded probably. Also, I haven’t even implemented a save system yet; I’m confused!
I never had this problem before when I followed the tutorial in question but, that’s probably because I wasn’t following the tutorial “properly” back then. Back then, I refused to signals use auto-loaded to manage the game with signals as the tutorial instructed.
Instead, what I did was add a screen to the top node in the level and then managed the whole level with that one script. If I wanted to transfer info from place to another, I’d just use “owner” a lot. When I did things my way; everything was just fine.
However, what inspired me to disobey the tutorial was pure laziness; I didn’t want to learn about using signals with code. So when the opportunity presented itself, I followed the tutorial “properly” as much as possible and that’s when the problem I describe manifested.
Perhaps I made some sort of mistake following the tutorial or perhaps it’s a problem with the version of Godot I’m using now (3.5); there is also the possibility that the tutorial just wasn’t made for a game as complicated as mine. Here is the code I use for reloading the scene:
func _input(event):
if Input.is_action_just_pressed("reload") and ( win == true or lose == true):
get_tree().reload_current_scene()
Here is a link to the tutorial I was following:
Now I’m not in a rush to fix this problem, because I’ve other issues with my game that I’m trying to sort out. However, this is a huge problem for me and I don’t even know how to fix. Could anyone give me some help?
I've not checked the tutorial or anything, but first thing I would try is
print(get_tree().reload_current_scene()
according to the docs, this should ...
Returns @GlobalScope.OK on success, @GlobalScope.ERR_UNCONFIGURED if no current_scene was defined yet, @GlobalScope.ERR_CANT_OPEN if current_scene cannot be loaded into a PackedScene, or @GlobalScope.ERR_CANT_CREATE if the scene cannot be instantiated.
Though printing it might just be an enum or something idk. Might help in understanding the cause at least.
TwistedTwigleg Good catch! It should be fixed now.
Works now, thanks.
Bimbam I've tried printing it and all I got back was the number 0; I don't know what it means.
Audiobellum
0 means OK (no error).
The error codes are listed here:
https://docs.godotengine.org/en/stable/classes/class_%40globalscope.html#enumerations
Scroll down to enum Error.
Does anyone know any alternative ways of reloading a scene?
It might be due to Autoloads. Those are always present and outside the normal tree.
One more iteration of my low poly character. I've been watching Sherlock Holmes cartoons and that's about the level of detail I want in my characters. Still low poly. I can get a lot of variety by morphing a base mesh and changing clothes, colors, etc.
fire7side Nice, I've been up to something very similar though with a lot more shader code and watercolor paints than polygons. It's a shame I'm away from home for a week. A week with no photo scanner or sketching backlight. In theory based off the pages of incomprehensible handwriting and scribbling in the one sketchbook i have, it should work fine once I have the backlight making sure i'm drawing the same lines 50x over for the photo scanner.
I just made an app in Godot that generates lottery numbers. Current jackpot is $1 billion dollars. You gotta be in it to win it!!!
fire7side Take a week and study this. The longer you struggle, the longer you wind up remembering what you learned.
The hardest part is translating the 4 words gdshader and glsl disagree on, such as COLOR is actually gl_FragColor in glsl. I won't say how long that took me to figure out as a wee 21 year old, otherwise I will be embarrassed, and maybe even shed a tear.
cybereality
Are you going to market the app? What's sad is that there would be people who would buy it.
cybereality Yeah, autoload was a part of the problem. I also discovered that using export var for the array of weapon numbers I had was a bad idea. Thanks for the help.
DaveTheCoder Are you going to market the app? What's sad is that there would be people who would buy it.
I'm going to try to win first. Then I'll sell it for like $99 and say it has some secret algorithm. Step 3. profit.
Check out this robo I found at OSU while staying with a friend in town.
Photo's not mine, my camera's too old and this laptop's SD card slot too small.
Edit for background info, the college of engineering in my state is really cool. Campus owns a fleet of these little guys for delivering campus food to students. I tried it once, their voice isn't as cute as they look and the cookie was too sweet.
I wasn't there for the photo I just showed, I got mine just today when i went to the ATM on campus and found one who got confused by 30 students and jammed another 2 robos at a sidewalk intersection. They figured it out surprisingly fast, less than a minute was enough for all 3 to reorient and get unstuck. It might have been less than 10 seconds if I didn't try to take a photo of the pumpkin one while it was stuck just in time for them to decide to move and kick me in the shin.
I got the photo later while it was waiting in line to cross the road.
Going back 4 months to when we talked about JPEG XL...
cybereality Support is still not ready (as I said, it's barely final) but there is a GIMP plugin and Chrome just added support
and Chrome has already deprecated JPEG XL and will remove its code.
Their reasons:
https://www.phoronix.com/news/Chrome-Dropping-JPEG-XL-Reasons
Obvious corporate Mafia Tactics, since Google has a competing format (that is not as good).
They can't compete fairly, so they use Mafia Tactics. Same as Apple really (with OpenGL and Vulkan).