Ranoller

Results 19 comments of Ranoller

Godot 3.1 breaks part of your code. First, you can´t access directly to a enum constant without name the parent. So you need to do : STATES.IDLE in the place...

Example: You have this code in ShopSubMenu.gd: `func initialize(shop, buyer, items): var purse = buyer.get_purse() info_panel.initialize(purse)` Parser says: ParserError: Function signature doesn´t match the parent. Parent signature is: Variant initialize(Variant=default)......

i feel that scenes, resources, etc... can be in different folders, but for not reason, i can't work in a project with splitted scripts folders... i need all the code...

Yes I did that... this is the problem, commenting (manager->SetAutoBlending(true);) fix the problem.

Could be great to have this in godot2 module too... Godot3 is not in production-mode and there is middle-travel to arrival.

I put this for documenting: If someone is using this script and want a comfortably workaround to this problem, can compile the godot editor with the module with line 123...

More test done: Creature only works in export if the json file is placed in the same directory of the executable, but should work with the json file packed with...

Thanks for your response. I compiled godot changing the globalize_path to localize_path (random thing because i´don´t know c++, godot internal API or real programming) and plugin don´t work in editor....

I don't think you can get a bone like a node. you can use an anination player in godot and follow the animation to do that.

Polygon2D for now is slow on rendering, i think that this is bad idea.