AngryClosetMonkey

joined 2 years ago
[–] AngryClosetMonkey@feddit.ch 4 points 2 years ago (1 children)

Regarding 3d models, you can:

  • use spheres and cubes as placeholders, there is no need to create 3d models as long as you don't have a game yet.
  • you can download models for free from various websites
  • you can make your own 3d models with blender ( If you don't know how to do that yet, you will have to spend some time learning about blender first. Checkout blenderguru)

Since you ask for the easiest solution, just use CSGMeshes for your maze and a cube or sphere mesh for your enemies.

[–] AngryClosetMonkey@feddit.ch 1 points 2 years ago

It's super easy. Having a goal like this is the perfect opportunity to learn how to use git, make PRs and what the difference between TypeScript and JavaScript is.

[–] AngryClosetMonkey@feddit.ch 2 points 2 years ago

The problem is that firefox for some reason uses TLS 1.2 when pulling icons but vger.app only support's TLS 1.3.

[–] AngryClosetMonkey@feddit.ch 1 points 2 years ago

What's the specific error that you are seeing?

[–] AngryClosetMonkey@feddit.ch 5 points 2 years ago (2 children)

What can it do that macos built-in screenshots and preview can't do?

[–] AngryClosetMonkey@feddit.ch 2 points 2 years ago (3 children)

I'm curious. What workflow do you have that requires window snapping? I'm asking because I have no use for window snapping and I'm trying to understand why people require it.

[–] AngryClosetMonkey@feddit.ch 1 points 2 years ago

Where is the definition of your signal? Would be best to compare that with your usage-site.

Also, in Godot 4 you don't have to reference signals as strings, they exist as properties on your class. You should be able to reference the signal as i.e. TilemapMovement.movement_finished.connect(...)

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