🪄 Building stuff with Godot
📌 ita/eng
she/they
bsky.app/profile/shom...
this is gonna save you so much time later on, trust me.
In dialogs and the rest of the code in my game, I get quests with their name, like
QuestSystem.get_quest("first_quest")
Extending the manager is the best way, IMO!
github.com/shomykohai/a...
So, instead of having a separate module, or complex calls for steps, you have easy call in the autoload!
bsky.app/profile/shom...
this is gonna save you so much time later on, trust me.
In dialogs and the rest of the code in my game, I get quests with their name, like
QuestSystem.get_quest("first_quest")
Extending the manager is the best way, IMO!
github.com/shomykohai/a...
So, instead of having a separate module, or complex calls for steps, you have easy call in the autoload!
github.com/shomykohai/a...
So, instead of having a separate module, or complex calls for steps, you have easy call in the autoload!
I tried doing that one time, but it didn't seem to work, unfortunately. Since the island transfer tool uses LDN, it should be *theoretically* possible. Though, I didn't experiment much more on that because of me not having a compatible card.
That's all I could find!
I tried doing that one time, but it didn't seem to work, unfortunately. Since the island transfer tool uses LDN, it should be *theoretically* possible. Though, I didn't experiment much more on that because of me not having a compatible card.
That's all I could find!
The second picture is DialogueManager! github.com/nathanhoad/g...
The second picture is DialogueManager! github.com/nathanhoad/g...