Thanks for your work. I add a func on the pressure plates called check_all_plates. So I can put multiple plates to open a single door (plates must be child of the door). And as it also works for only one plate, that simplifies the code and add to the possibilities.
Very Cool! i can see some breakable pots - with buttons that were depressed until they're broken - opening the door. One question though! most of these dungeon levels usually have some sort of "platform" that can be raised or lowered. lets say - lava floor tile, but when you press a button a walkable tile comes up to let you walk across the area. is there some way to programatically change the tiles? or would you add a dungeon door type object - that's not visible... but then the lava would still hurt you - cause its only visual? anyway - Ideas for another episode!! Loved this one!!
Great tutorial series. I'm trying to save the statue's position from one level to another. I use the same way as for the chests. The thing is it doesn't work, when I change rooms and the statue returns to its original place. Would you have an idea?
Nice video as always! How do you get to see the path in the tabs of the scenes in the editor like "Dungeon01/01.tscn"? For me only "01.tscn" is shown by default.
This happens automatically when you have multiple scenes with the same name open - the file path helps differentiate them. Not sure there is a way to do it otherwise. Thanks for watching!
Hey man, I've run into a problem I can't fix this episode. When I'm setting up the level transitions I can move the player from the dungeon into area01 through the transition no problem, but when I try to move from area01 through the level transition into the dungeon, the dungeon scene loads but the player does not. The export vars are set up correctly but the player just won't load into the dungeon. All the other transitions work fine and as far as I can tell I haven't done anything differently with this one. Great series so far, once I fix this I'll be continuing to follow along the whole way!
It means that the function does not return a value. It’s not required to add, but adding the return type is good practice (in my opinion) so that it’s clear what the function does. In GD script there are also some performance improvements when variables and functions are typed like this. The performance gain might be small (even unnoticeable) for most games, but worth considering.