hobby-ish gamedev. This website contains my raw notes and documents my progress.

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more coop more coop

Global Signals

At the time we dont advance rounds. We need to fix that.

Autoloads will be used this time.

When to use autoloads? When data/systems need to persist across multiple scenes AND need to be accessed from anywhere in the game. Everything else is a custom class.

Examples for autoload

Examples for classes

After you have added a autoload in the project settings, when the game runs, the node gets automatically added to the scene tree with its script attached.

And then just call it from anywhere:

Now we check if the round is completed and enemies are left OR if all enemies are dead before the timer is stopped.

Hurtbox and Hitbox

We want to streamline things that get damage or make damage. But we also need to damage the player, which we current dont have.

Hurtbox-component: Receives damaging collisions

Hitbox-component: Contains the data about the damaging collision

Warnings

You can ignore them. But there could be potential errors.

These warnings can be configured in the project settings

Credit: Firebelley Games (Coop Tutorial, check it out!)

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