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Lesson Q&A

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  • How do I show particle effectshumble-pelicanHi, I want to ask why this particle can't be previewed when I make it? I see that the ConfettisParticles scene in the solution folder cannot be previewed, so how to adjust the parameters? thank you~ 2 1 Jan. 11, 2025
  • I am encountering 2 issuesAJ StudiosThese are: -**Bullets not detecting walls** So I set up the Bullet's Mask to 2 so that it would detect the walls. I also checked the solutions folder but I couldn't figure out how the bullets are detecting the walls. -**Mob's collision shape not rotating** This next problem is more of a 'SetUp' issue in the Node Tree. I made it so that the Mob rotates toward the player. What is really rotating is the Sprite and the HitBox. I did this so that the Mob's health bar does not rotate with the Mob. It works however, the Mob's CollisionShape does not rotate causing the Sword to get stuck on some areas. Here's a better explanation: [https://www.youtube.com/watch?v=TB2W725YE80](https://www.youtube.com/watch?v=TB2W725YE80) Project Folder: [https://drive.google.com/drive/folders/1VGFxXfgbWZSu9Ht55M39_B99gyb1tzgl?usp=sharing](https://drive.google.com/drive/folders/1VGFxXfgbWZSu9Ht55M39_B99gyb1tzgl?usp=sharing) 7 0 May. 02, 2025
  • How do I make the confettis draw behind the End_Menu?AJ StudiosI set the Z index of the Confettis scene to 0 and the Z index of the End_Menu scene to 5 but the confettis still draws on top of everything. The reason I want to accomplish this, is because I made it so that the confettis pops at any random spot on the entire viewport size. So if it pops in the middle of the screen it will draw above the End_Menu. It seems that every time the confettis scene gets instantiated, it draws on top of everything. Is this goal possible, or is that the reason why you guys spawn the confettis at the bottom of the screen? 3 0 May. 01, 2025
  • Confettis don't spawn on the right positionGoatzHey ! Here's my code for the end menu : ```gdscript extends Control @onready var time_label: Label = $PanelContainer/VBoxContainer/Time_Label var start_time := 0.0 @onready var play_again_button: Button = $PanelContainer/VBoxContainer/PlayAgain_Button @onready var quit_button: Button = $PanelContainer/VBoxContainer/Quit_Button var confettis_amount := 5 func _ready() -> void: visible = false play_again_button.pressed.connect(func () -> void: get_tree().reload_current_scene() ) quit_button.pressed.connect(func () -> void: get_tree().quit()) func open() -> void: visible = true get_tree().paused = true var stop_time := Time.get_ticks_msec() var time_elapsed = (stop_time - start_time) /1000 time_label.text = "Time: " + str(snappedf(time_elapsed, 0.01))+ " seconds" spawn_confettis() func spawn_confettis() -> void: var viewport_size := get_viewport_rect().size for i in confettis_amount: await get_tree().create_timer(0.25).timeout var confettis : GPUParticles2D = preload("res://common/particles/confettis/confettis.tscn").instantiate() var confettis_spawn_position := Vector2(randf_range(300.0, viewport_size.x -300.0), viewport_size.y) confettis.global_position = confettis_spawn_position get_tree().root.add_child(confettis) confettis.emitting = true confettis.finished.connect(func () -> void: confettis.queue_free()) ``` I have two questions : 1) The `get_viewport_rect().size` seems to ignore the camera and spawns the confetti emitters at a position based on the root node of the scene instead (meaning inside the default violet outlined viewport). I don't understand what's happening. Did I miss something ? 2) Adding the confetti emitters as children of the end_menu (with a simple `add_child()`) didn't seem to work in my case, so I had to add them as children of the root node (with `get_tree().root.add_child()`). I made sure the process mode of both the end_menu and the confetti emitters are on "Always" but that didn't seem to do it. I'm not sure why I had to do this ? __________ Sorry, I've been spamming with a lot of questions lately but I want to be sure to fully understand everything I do (right or wrong =) ). Thank you so much ! 3 0 Mar. 20, 2025
  • get_tree().paused = true prevents the buttons to workPJI noticed that setting `get_tree().paused = true` in the menu script causes the buttons to not work. As a workaround, I toggled the player's process to false instead of pausing the entire tree. However, I'm not satisfied with this solution because the mobs continue to process. My intuition suggests the issue might be related to the scene tree, but I can’t quite pinpoint it. Below are my code and tree structure for reference. 6 0 Jan. 11, 2025
  • Where does Shader go?white-eagleHi! really enjoying the whole course, just got stuck with adding the shader! I wanted to give it a try, but couldn't figure out where to assign the shader. I tried it in Material, but if I add the shader to material, preview does not work. could you walk me through where I can apply the 3D confetti effect shader? 3 0 Dec. 08, 2024
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