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Lesson Q&A

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  • stats.damage currently does not increase the damage the turret dealsSyrupToastModifying the damage variable of the WeaponStats resource currently does not do anything as the damage the SimpleCannon weapon does is handled by the damage variable of simple_rocket.gd This can be fixed in a simple way by adding the line: rocket.damage = stats.damage Under the *attack() function in* simple*_*cannon.gd ```gdscript class_name SimpleCannon extends Weapon ... func _attack() -> void: var mobs_in_range := _area_2d.get_overlapping_areas() if mobs_in_range.is_empty(): return var rocket: Node2D = preload("projectiles/simple_rocket.tscn").instantiate() get_tree().current_scene.add_child(rocket) rocket.global_transform = _spawn_point.global_transform rocket.damage = stats.damage ``` 1 3 Apr. 30, 2025
  • The question is about the Command pattern.ram876Hello! I have two questions. The first. The max_rotation_speed property is specified in this tutorial. I didn't notice it in the previous lessons. What is it responsible for (as far as the turret can turn)? The second. It so happened that today I took this lesson and at the same time I watched a video of a blogger programmer with 15 years of experience in game development, who communicates with his audience in a free form and there was a person who asked what patterns he uses. The first thing he said was: don't use the Command pattern. Why would he have such an opinion? 8 0 May. 08, 2025
  • I think it is a good idea to add those red lines that indicate to remove code when talking about changing the Weapon scriptLucas PscheidtFirst time I read the lesson I understand that we would change the weapon to receive stats from our weapon_stats.gd, but I thought that we shouldn't remove the variables like `mob_detection_range` and `attack_rate` because the lesson wasn't explicitly telling us to do so (for me). But then I realized it would be a little weird, and I noticed that I was still using this code in the `_create_circle_collision_shape()` function, but okay, everything was working. But in the next lesson I wanted to change some things and I realized that this shouldn't be right, and after checking the reference code, I saw that indeed it wasn't. So I think it would be a good idea to add those red lines that tells us what exactly to remove, or at least talk about those thing to remove in a more direct way, like saying the name of variables, and parts of the methods, like the `collision_shape.shape.radius = mob_detection_range` in the `_create_circle_collision_shape` method and the `timer_node.wait_time = 1.0 / stats.attack_rate` in the create timer method. 1 0 May. 06, 2025
  • If someone else runs into the problem of one or more upgrades not working...Lucas PscheidtGo to the resource which is not working (.tres), double click it, erase the upgrade value, rewrite it and hit control+S to save it. It will probably work if you did everything else right. I had this problem with the damage upgrade and took some minutes to figure it out. 1 0 May. 05, 2025
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