`.bind` binds arguments in reverse order.
This code will break, and the emitter will throw 🤦
```
Error calling from signal 'on_hovered' to callable: 'Node(MouseControls.gd)::_on_hovered': Cannot convert argument 1 from bool to Object.
```
`.bind` binds arguments in reverse order.
This code will break, and the emitter will throw 🤦
```
Error calling from signal 'on_hovered' to callable: 'Node(MouseControls.gd)::_on_hovered': Cannot convert argument 1 from bool to Object.
```
- The `@export value` you'll use to set your new progress bar,
- An update function that shifts the atlas' region based on the value.
I just let the script do the maths for me, no other input than the atlas itself.
- The `@export value` you'll use to set your new progress bar,
- An update function that shifts the atlas' region based on the value.
I just let the script do the maths for me, no other input than the atlas itself.
h is the total height
w is the total width divided by the number of frames
You can quickly find these values by looking at Godot's UI. It'll also do the math for you (input 520 / 5).
h is the total height
w is the total width divided by the number of frames
You can quickly find these values by looking at Godot's UI. It'll also do the math for you (input 520 / 5).
1. Create a sprite in asesprite, each frame is a step
2. Export it as a single sprite sheet.
3. Import as an Atlas
1. Create a sprite in asesprite, each frame is a step
2. Export it as a single sprite sheet.
3. Import as an Atlas
Day 1: Phone Signal icon 🛜
Day 1: Phone Signal icon 🛜
Personally, I have debug spheres and lines everywhere on screen when I debug my project,
The latest update adds TEXT, which is a HUGE QoL improvement.
github.com/DmitriySalni...
Personally, I have debug spheres and lines everywhere on screen when I debug my project,
The latest update adds TEXT, which is a HUGE QoL improvement.
github.com/DmitriySalni...