alexwbc

  • Oct 9, 2019
  • Joined Apr 3, 2016
  • 0 best answers
  • Your project looks cool, congratz!

    I was wondering if I could ask for help; I've build your cars on top of the draft of this demo project, I was looking into that too becouse wanted to make a prototype for this idea of a very basic "racing thing" to be moddable. To make this appealing I was thinking it may need the [url=

    rendering feature[/url] of godot 3.

    I've tried to strip said truck demo; keeping it as much simple possible I just exported the car, but it behave in really weird way, so I wasn't able to even get thing started (at programming I barley mange to get things done in 2D; 3D it's beyond my skills) this is what I did: GranModLibertyGT.tar.bz2(GT is for GodoT). Since you said you'll port your project in GD3, I was wondering if you could, well, maybe export just the basic vehicle (no IA, not camera... just the plain car with physics, engine and keys) so I could use it already. "

  • My whole project is now on github: https://github.com/alexwbc/wlos The code is an interwired piece of spaghetti code; but it should give the idea of what I am looking for: the enemies on the background are supposed to be behind the trees.

  • This is how the idea evolved, from itch boards:

    https://itch.io/t/92702/idea-a-different-approach-to-sell-multimedia-contents ...and finally, after Take-Two initiative to treating popular MOD (more than a decade into working for GTA) and it's community.

    here: https://www.reddit.com/r/pcgaming/comments/6hl1ht/one_hatred_idea_the_mod_market_slightly_revisited/

    General audience seems not getting into this: they got the latest shiny product that come from AAA developers and put all their working hours just to make old games more profitable... for big AAA companies that literally Pump the popularity of skilled modders... and then dump them when they saw a more profitable chance.

    I'll present the idea to it's very bare bone: Make the basic engine for a game using Godot, make it highly customizable/modabble... allow people to sell their mod/assets for that game. If they get money, then can optionally share some earning with the original developer team which is working on the game itself (improve game -- > more gamers --> more chance to sell more mods).

    In the [url=https://itch.io/t/92702/idea-a-different-approach-to-sell-multimedia-contents]origianal itch.io post[/url] I added more details on how this could be done. This could be a great plug for the Godot engine itself... among all other popular engines (Unity, Unreal, Uningine...) Godot is the only one who hadn't license/per share agreement and can be seeamlessly incorporated literally into anything (also thanks to Linux)

  • My original project is a bit messed between nodes generated in runtime as child of child etc (I am trying to build a system to procedurally run levels from database), so I've made a simpler project with only the parallax and a template sprite. btw: it's done in godot 3 https://matrix.org/_matrix/media/v1/download/matrix.org/IkfebwoKYmHtTycoCcdUOImw

    screenshot: https://matrix.org/_matrix/media/v1/download/matrix.org/UvhVrlTgXLRyJgiJeEDbBplA Basically I want the sprite to be between the mountains and the tree (behind the trees).

  • I am still looking for a solution to this (meanwhile being busy on some other things)

  • If i set the CanvasLayer to 0 all ParallaxLayers (sub node of the ParallaxBackground) go on background... no matter if I set everything inside as +4096 as Z deep. When I set the CanvasLayer to 1(or more).. it goes in front of everything (my UI included)

    How I am supposed to make this work (I need some sprite behind and other in front of certain ParallaxLayers)

  • I've found sort of "fix" for this: I hope someone will come with a more elegant way, in meanwhile, for those google's traveler, here's how I am doing it actually:

    Make a regular escoria item as said here: https://fr.flossmanuals.net/creating-point-and-click-games-with-escoria/the-items/

    And attach the escoria script, with the stuff you want, in the Event Path. ie:


    :look

    say "this is the escoria script I want to use in the regular GDScript."

    Now attach the escoria node as child of the node that use your main GDScript... you can name your "slave" escoria node whatever you want, I do call it just "slave"

    Whenver in your main GDSscript run a:

    get_node("slave").activate("look", null)

    the slave node will perform the escoria escoria script you need (in this example, the player will simply speak). You can also hide the slave node, since we don't really use it.

  • I am using the Escoria framework (the one for point and click adventures) but there's still something I couldn't figure yet: how can I use the escoria's script in the regulars GDscript? Ie: I need to use the change_scene but I didn't find a way to use outside the .esm files. I've tried with something like:

    get_node("/root/vm").change_scene(["red://***"], null)

    But it simply crash the game with no output/errors

  • A negation of a negation is truth. Are you sure you want it to be not (timer.is_active() == false)? It should mean ""if it's true that timer.is_active". instead: elif (Input.is_action_pressed("key_enter")) and not (timer.is_active() == false):

    you could use

    elif (Input.is_action_pressed("key_enter")) and not timer.is_active(): or elif (Input.is_action_pressed("key_enter")) and !timer.is_active():

  • I've just noticed the neew[Import] Panel at right; currently seems inactive, so I guess x1212 is right. Good to know it's not a issue of mine! I just need to update and soon, when ready, I'll be able to use it again.

    I know that Godot3 is still under heavy development, and I am fine with: I see G3 will break some legacy backward compatibility... I just want to be ready for when it will be usable. I consider myself still into "early learning" phase... so I can safety step back and forth between 2 and 3.

  • Is this something that happen just me, or at the current state Godot has no import feature? The [Import] menu is completely empty

    If I import a 3d object on Godot2, and the plainly copy the converted object in my godot 3 project... it doesn't work at all (Godot 3 seems not able to recognize Godot2 old format)

    Compiled on Ubuntu Xenial 64bit: latest commit available as yesterday

  • Ok, never mind: solved the issue: basically you need to add return scene at the end of func post_import(scene):

    ie:

    tool # needed so it runs in editor
    extends EditorScenePostImport
    
    func post_import(scene):
    	print("this is our " + str(scene) + " and now we do lot of stuff to it! :evil:")
    	return scene # remember to return the imported scene

    edit: don't ask me why markdown break the last two rows of code

  • or something did changed?

    previously I just had to begin the imported .gd script with: tool #needed so it runs in editor extends EditorScenePostImport

    and then I just needed to place the code stuff (re-parent objects, change attributes etc); but Godot seems to give me error no matter what (even if the gd import script is a simple empty file)

    this is a sample test I did: https://ufile.io/597b8