@MarshReaper a rock paper scissors approach could be a good choice. If it isn’t a core mechanic then yeah it’s just extra complexity (not worth having to start with).
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@MarshReaper a rock paper scissors approach could be a good choice. If it isn’t a core mechanic then yeah it’s just extra complexity (not worth having to start with).
@MarshReaper replicating the hook of Smash seems unfeasible (your favorite characters smacking each other). Finding libre characters isn’t hard but finding ones to fit the gameplay might - is Tux having tux the main appeal? I would look at what other clones have done and try to replicate them but with a twist.
Maybe the twist could be something to do with it being FOSS. Like you can “read the source” of the opponent, or modify your character’s abilities per match.
@popcar2 guess I’ve been lucky, just enabled sharedarraybufffer and worked on itch
@plixel @Rodeo if the parent is creating the children at runtime then that’s the time to connect signals in code.
If the child already exists as part of the parent’s scene you could connect it’s signals in the editor (built-in signals or your own signals). Then in code just run singal_name.emit(args) when needed. You can still connect them in code if you want [e.g. iterate over get_children()].
@ShittyRedditWasBetter @vivadanang if my life is on the line I wouldn’t put trust in any business’s proprietary black box solution.
@abbotsbury @BrikoX
Consider checking out the feature requests to see if specific changes you like are planned (or not for core). They won’t predict the future exactly but should make things more clearer.
https://github.com/godotengine/godot/blob/571cd0eb791b37e9a8adda9f909251138170f6b7/CONTRIBUTING.md
@john89 @MarshReaper it’s all fun and games untill Nintendo get you put in jail.