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#Godot4

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Hmmm. So this one time in Godot camp, a tutor used a signal upon collision (the first time if understood use of a signal!) to invoke a bounce function. This other tutor seems to have used a move_and_collide function and so far no signals. A beginner needs concrete knowledge especially with an engine. This 'do it any way you like' is gonna have consequences down the line that, as a beginner, I can't foresee. What's a noob supposed to do? Be brave?!? 😳
#Godot #GodotEngine #godottips #Godot4

With all the distros of Linux and versions of Godot and my knowing little about either, i've a curious situation & wouldn't know who to turn to for help. So initially I'm here on Masto. 🤗
Suddenly every time I load any version of Godot 4 it crashes upon starting new project. I say 'suddenly' but it could be since Mint updates. Its the Debian 12 version of Mint. Might anyone be experiencing similar?
#debian12 #mintlinux #godot #godot4 #linux #debian #DebianLinux

Continued thread

Of course, there are signals for basically every event that the player could cause. This is to make it easy for you to drive animations, sound effects, and particle effects via the player controller without needing to write more code (very nice for prototyping and non-code-oriented developers).

Been working for the past couple days on a parametric player controller for 2D platformers in #godotengine #Godot4 with the main goal of making it easier for designers to focus on levels and their own mechanics rather than fiddling with unintuitive, physics-facing values like acceleration rate and jump velocity.

Current features include wall jumping, double/triple/etc. jumping, wall sliding, coyote time, and input buffering. All of these are data-driven and easy to update (including at runtime)