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The way Godot suggests makes it so that you can change those sound independent of each other.

In my experience that will happen most of the time. At the start you think about being resourceful but that can bite you in the ass in the end when you feel that the turret needs another sound to be distinct from the gunshot.

You are more flexible that way and when developing a game that is much more important than saving some kb in storage imo.

He told me he was going to Costco How’d they find it later in a pond outside Chicago? Why you only holler when it’s Contra in a foxhole? Why you never pop in with some tacos and an Optimo?
Album schmalbum. Which headphones are this good?
Is the egg corridor beat the same one from Aesop rock - kill the messenger?
You don’t have to go where you already are.

I dabble a bit in Godot myself. Would be fun to work with people instead of doing everything on my own.

I could try to make music for the game. You have a specific mood in mind?

How about shutting the fuck up about this until everything is released?

Thanks for the answer!

I will implement your solution as I don’t see a way to get the virtual keyboard to emit a signal when reaching full height.

Godot Mobile virtual keyboard covers input

https://sh.itjust.works/post/49601179

I don't know how to title this - sh.itjust.works

So I am trying to build a simple todo APP for mobile as a learning experience. I have a lineEdit which activates the virtual keyboard. This goes over the lineEdit. I read that I should get the keyboard height with displayserver.virtual_keyboard_height() on an focus_entered() signal which is emitted from lineEdit. When I try to do that, the value is 0. This is because the keyboard appears to slow. I put in a: await get_tree().create_timer(1).timeout Which gets the height of the keyboard but building in a 1 second delay can’t possibly be the right solution here. My question is: how did you solve this problem? And is it possible to not bother wit that at all? Is there a option in the project settings that makes it that, when the keyboard appears the whole app gets pushed up? I don’t really grasp how the keyboard interacts with the app. Is it considered an overlay or part of the app?