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Lesson Q&A

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  • Shader course in the future?FeeyraAre there any future plans to teach how to create shaders? I find the idea very fascinating, and you guys are my prime source for knowledge now! 12 5 Mar. 23, 2024
  • An easy effective workflow method of centering sprites.leafWhen making the chest, there is a quick and easy to way to center the sprites; I noticed it was not mentioned and is good for workflow when needing quick centered and precise placement of sprites on the center axis. - Add your three chest sprites (bottom, lock, top) to the viewport. - Make sure all three sprites are selected, go to the transform drop menu in the inspector, and click the reset arrow on the position's x and y axis (or change them manually to 0 and 0 respectively). - Change your draw order in the scene window as instructed within the lesson. - Then select the sprite you want to move, and simply use the arrow keys (or drag them with shift held.. or not, but there is more room for error here) to move them up and down as needed. - Make sure to align the chest with the horizontal axis as instructed in the lesson as well (be careful, avoid moving the Area2D node along with the sprites, keep this centered at (0, 0)! 1 4 Apr. 30, 2024
  • CanvasGroup not working properly unhappy-dolphinHello there, When i reparent the sprites to a canvasgroup node, the texture becomes completely white in the editor (exactly like the example that shown when we add new shader material before applying the coded shader). However, it works perfectly fine when I run the scene. Even when I add the already coded shader, the material it is still completely white in the editor, but works fine when I run the scene. Is this common issue? 13 2 Mar. 25, 2024
  • How do you know what to make the first node?AceWhen creating a scene how do you know what node to put first? For instance the chest uses an area2d but the torch just uses a node2d. Does the order matter or is it just personal preference? 1 1 Apr. 04, 2024
  • Will we be able to move to 4.3 eventually?MartinBIt's just an error I've experience that I've been able to avoid by using 4.3 I'm on a Mac, and when using 4.2, the TileMap node causes the entire editor to chug and lag quite badly when the grid is visible. I did some research and heard some people mention something about Quadratic... something or other. Anyway, Razoric over on the discord did mention it seems to be primarily a Mac issue but if we're doing any TileMap node related stuff later in the course, it could become an issue for other MacOSX Godot users... rare though we are <3 And when I say lag I mean Powerpoint slides are faster. 1 1 Mar. 28, 2024
  • typoraincloudIn the info box "Does the collision shape still work when it's hidden?", It looks like it should read "The visibility of a node does not affect **any** other property or behavior than drawing." Also, I think it may be clearer if it instead read, "The visibility of a node does not affect **any** property or behavior **other** than drawing." 1 0 Aug. 30, 2024
  • what was this text for?dofudengamesIt's an interesting style, but it's not what we want. Well, what **I** want. And I decide, so there! 4 0 Aug. 12, 2024
  • typobluepillin one of the information sections it reads "I have you use *Self Modulate* specifically to see what the  `CanvasGroup` node works.". It should probably be "how the  `CanvasGroup` node works." 1 0 May. 28, 2024
  • I've been receiving errors with the M6 workbook in Godot!leafEvery time I open the work book project in Godot, a large (and blank) window appears and says 'load errors' at the top, with the option to select OK and nothing more. When I proceeded with applying a new material to the CanvasGroup node, or even when I click on the CanvasGroup node to view it, a Load Errors window pops up saying "Unable to write file to D:/Folder/Godot_V4.2.1-stable_win64.exe/learn-2d-gamedev-projects-0.3.1-windows/projects/M06.looting_work/.godot/shader_cache/ SceneshaderGLES3/6b4ead17a53266.......e.cache', file in use, locked or lacking permissions. ----------------------------------------------------------------- **Output** Set material Safe save failed. This may be a permissions problem, but also may happen because you are running a paranoid antivirus. If this is the case, please switch to Windows Defender or disable the 'safe save' option in editor settings. This makes it work, but increases the risk of file corruption in a crash. Safe save failed. This may be a permissions problem, but also may happen because you are running a paranoid antivirus. If this is the case, please switch to Windows Defender or disable the 'safe save' option in editor settings. This makes it work, but increases the risk of file corruption in a crash. Safe save failed. This may be a permissions problem, but also may happen because you are running a paranoid antivirus. If this is the case, please switch to Windows Defender or disable the 'safe save' option in editor settings. This makes it work, but increases the risk of file corruption in a crash. Attempting to parent and popup a dialog that already has a parent. Attempting to parent and popup a dialog that already has a parent. ----------------------------------------------------------------- The only factors I can think of is, that I am running Godot from my HDD, and it is using bit locker encryption; I have never ran into any troubles until this particular module though, this particular project has been like this from the start, and I seem to be encountering new problems as we move along! Also, I am not running any active anti-virus software besides windows defender. 1 0 Apr. 30, 2024
  • Changing inspector value with mousewheelAlainIn the last video of this page, we see the value of the "line thickness" change by what seems to be a scroll wheel action. When I try on my side, it does not work. Is this a "me" problem or is there a setting somewhere I need to enable? Or is this done in another matter that I havent figured out? Thx 2 0 Apr. 13, 2024
  • Multiple shaders on a sceneMarcJA little off topic since I know shaders aren't covered in this course but I was wondering how you would handle a scene that could use different shaders depending on the situation. for example a sword that could have a fire/lighting or frost effect depending on active abilities. would you have all shaders that could potentially be used on the item in question and toggle the visibility on them or would you dynamically load and add or remove materials as needed? 1 0 Apr. 03, 2024
  • Regarding visibilityMonarch- if i have a button on screen that is invisible, will i trigger an action associated to button even if the button is invisible. - I mean i pressed in the place where is button is but it is invisible. - since u said it only effects drawing and not properties and functionality. Will this be same for UI elements and things. - Is this only for collisions or for all other nodes, like if nodes are invisible their functionality still works, like lets say I have a scene that has a script that triggers an action but the scene is invisible will the scripts still trigger actions - 1 0 Mar. 25, 2024
  • Self modulateilliterate-spiderHow come after this lesson I can't self modulate the opacity of the chest anymore but I can modulate 5 0 Mar. 24, 2024
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