I am doing a top down game with 8 diagonal movement and both animations and the movimentation itself is working, but I can't figure for the life of me how can I make the player not stop when two keys are pressed at the same time, like left + right and up+down. it may be because the formula I am using is

inputVector.x = Input.get_action_strength("ui_right") - Input.get_action_strength("ui_left")
inputVector.y = Input.get_action_strength("ui_down") - Input.get_action_strength("ui_up")
?

Because instead of doing checks with "if input.is_action_pressed(...)", I am using if inputVector.x >0... So I get that if inputVector.x = 0, the player is not moving. If right (1) and left (-1) are pressed at the same time the result is zero (1-1).

So that is why I wish I could possibly make the player ignore the second input for the up+down and left+right combination and the third input for diagonals (up+left+ right or down, etc...). Or Maybe make a transition from left to right, up and down and ignore it for diagonals and so on (which I think it is better, since I believe controls will feel more smooth?)

I have searched for help from other diagonal controls tutorials on youtube and around, got no result that covered those specific problems. Tried for hours to get a solution on my own for this problem but I still can't figure how.

In that case, if you do have a gamepad maybe test with that too, if the issue only occurs with your keyboard then the issue is perhaps not your code. For an example some(many actually) keyboards might feature ghosting.

    Megalomaniak I confess I haven't tested with a gamepad but In my search I have learned about gjosting before and when I did the test of ghosting, the key response was just fine for my keyboard.

    This is probably the best code you should use. It is not natural to press more than two buttons at once. I mean, on a keyboard it is possible with 3 fingers, but it would be impossible on a gamepad. So this would be the correct behavior logically (it's sort of like driving a car in both drive and reverse, it doesn't make sense). Though you can treat each key individually, like with 4 if statements, it begins to get complex when you press two buttons. Like if you press both left and right, do you always move left, or always move right? If you want to move in the first direction, then you need to keep an additional variable for the time when the key was pressed. And you get into complex conditions. Like let's say you are holding left for a while and then quickly press right, then release right. It would make sense to keep going left, but the last key you pressed was right. So you have to track multiple layers and times (which can get even more complex with 8 way movement). I've done it before, it can be done, but it's probably like 15 or 20 lines of code versus 2 lines of code. If you really need this feature, I can give you some advice, but I would recommend doing it the standard way.

      cybereality I really plan publishing the game, so, while using the standard approaches you usually can find around internet can be nice, they all the time seems to not cover those issues, which I believe might end up being a problem at some point. I have created a variable to store last inputs and it works with the 4 movements, when it goes to diagonals, it gets complicated to cancel/ignore down and left while i'm up and right, for example.

      But honestly, if I dont find a way, I might switch to unity to try to get some results there (only because unity usually have a bigger support, so I guess I might get more results) or just go with 4 movements, really.

      Also, any advice is welcome! Would appreciate it,if you don't mind.

      The basic idea is to check input inside process and move every frame. If you get conflicting inputs (like left and right) then you have to use the newest one that is pressed. The best way to do this is to save the unix time code when the button is first pressed down(is action just pressed inside input). That way you only need 4 extra variables (the last time code for up / down / left / right) rather than a bunch of booleans.

      I have realized this is a very common problem by testing other games all around, which made me feel a bit more comfortable and less worried about the possibility of it being a problem for one's experience. I managed to actually do my character move to the last key pressed (if you are walking right and press left, you go left and vice versa, the same with up and down). But with diagonals it's having those multiple keys problems and honestly, I will just leave this way and only change it if players say it is really a problem. Hopefully no one will press three directional keys at once, lol.
      One of the things I have discovered while looking at game maker solutions for this problem is that inputs have an order of priority and apparently right and up come first(have higher priority, so I checked them last) . This means that the order you check your inputs, matter. It's a little information that gave me different results.

      Yes, this is a common issue, with any sort of game in any engine. Not Godot specific.