Thank you! Appreciate it :)
Thank you! Appreciate it :)
Thanks! The hand model was added around the 60-70% mark if I had to estimate. Before that there wasn’t any visual indication when moving the units, just a regular system cursor. I felt like there was something missing and I hope I hit the right spot with that animated hand :)
I’ve seen these, but I haven’t played myself yet :) thanks for the suggestion though!
There is no campaign as of yet, only skirmish style battles. But if the idea catches on, I’d definitely put it on my list :)
Thanks, appreciate it! :)
Lovely, thanks! I hope you’ll like it :)
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Some type of logistics tycoon, maybe mixed with some puzzle solving. There are a couple of ideas I’m currently running around 😅
Yes, as long as you know what components are inside the Zombie scene, then you can export it. But the idea of being more flexible is that you shouldn’t need to update the Zombie class when you add a new component to it. E.g. You want the zombie to be “Bumpable” now (for some reason :)), then you should be able to just add the Bumpable node to your Zombie scene and that’s it. With your approach, you’d need to also reference and export it in the Zombie class first.
Some type of logistics tycoon, maybe mixed with some puzzle solving. There are a couple of ideas I’m currently running around 😅
How did you reach 6k? Do you think that something in particular helped you get there this time?
I’m also working on my first release - Bedroom Battlegrounds and I got just about 1k wishlists and I’m hard stuck 😅
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We don’t have generics in gdscript unfortunately, there’s a whole thread discussing about it here. You’d need to either have this piece of code in every place you want to retrieve the component, or you could have a static function in the component class that takes a node as a parameter and checks if it has children nodes of the correct type. Then it can return the correct type node as well and should be fully type safe. But you need to have this static function on each and every component class, which I think you can’t overcome without generics.
Correct, I’d also use exported values if possible. But that isn’t flexible enough in some cases, because you’d need to individually export all possible attributes that the node might have.
For it to be more flexible, you could have something like this:
for child in get_children():
if child is ClassNameHere:
return child
That would give you the same result as described in the article, without string reference. You could make a static func for it and call it a day :)
That’s awesome, I’m glad you liked it and I appreciate all the suggestions and remarks! Gives me a ton of motivation to continue working on it :) cheers!