Ategon@programming.devM to Godot@programming.dev · 5 days agoDaily Godot Tip #18: If you are using floats but want to make sure value checks aren't messed up by floating-point precision, godot has a built in is_equal_approx(float, float) functionplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #18: If you are using floats but want to make sure value checks aren't messed up by floating-point precision, godot has a built in is_equal_approx(float, float) functionplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · 5 days agomessage-square0fedilink
Ategon@programming.devM to Godot@programming.dev · 6 days agoDaily Godot Tip #17: If you need to test your game on web, instead of exporting and uploading to something like itch.io, Godot has a built in Run in Browser buttonplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #17: If you need to test your game on web, instead of exporting and uploading to something like itch.io, Godot has a built in Run in Browser buttonplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · 6 days agomessage-square0fedilink
Ategon@programming.devM to Godot@programming.dev · 8 days agoDaily Godot Tip #16: If you need to debug collisions, theres a setting under Debug at the top called "Visible Collision Shapes" that show you all the collision shapes and thus when they would intersecplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #16: If you need to debug collisions, theres a setting under Debug at the top called "Visible Collision Shapes" that show you all the collision shapes and thus when they would intersecplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · 8 days agomessage-square0fedilink
Ategon@programming.devM to Godot@programming.dev · 9 days agoDaily Godot Tip #15: You can quickly increment or decrement number inputs using modifier keys + the arrow keysplus-squareprogramming.devvideomessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1videoDaily Godot Tip #15: You can quickly increment or decrement number inputs using modifier keys + the arrow keysplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · 9 days agomessage-square0fedilink
Ategon@programming.devM to Godot@programming.dev · 9 days agoDaily Godot Tip #14: If you prefer coding on another monitor rather than within the godot editor, Godot has a button in the top right of the script window to make it floatingplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #14: If you prefer coding on another monitor rather than within the godot editor, Godot has a button in the top right of the script window to make it floatingplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · 9 days agomessage-square0fedilink
Ategon@programming.devM to Godot@programming.dev · 10 days agoDaily Godot Tip #13: Theres a setting in the Editor Settings called Action on Play that you can change to open the debugger instead of the output when you click play if you find that more usefulplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #13: Theres a setting in the Editor Settings called Action on Play that you can change to open the debugger instead of the output when you click play if you find that more usefulplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · 10 days agomessage-square0fedilink
Ategon@programming.devM to Godot@programming.dev · 11 days agoDaily Godot Tip #12: Turning on "auto switch to remote scene tree" in the editor settings makes it so that when you click play it automatically swaps to the remote tab for debugging purposesplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #12: Turning on "auto switch to remote scene tree" in the editor settings makes it so that when you click play it automatically swaps to the remote tab for debugging purposesplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · 11 days agomessage-square0fedilink
Ategon@programming.devM to Godot@programming.dev · 12 days agoDaily Godot Tip #11: Using prints adds a space separator between things added to the print function while printt adds a tab separatorplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #11: Using prints adds a space separator between things added to the print function while printt adds a tab separatorplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · 12 days agomessage-square0fedilink
Ategon@programming.devM to Godot@programming.dev · edit-214 days agoDaily Godot Tip #10: Godot has a setting in the editor settings called Code Complete Delay that changes how long it takes for auto-complete suggestions to appearplus-squareprogramming.devimagemessage-square0fedilinkarrow-up11arrow-down10
arrow-up11arrow-down1imageDaily Godot Tip #10: Godot has a setting in the editor settings called Code Complete Delay that changes how long it takes for auto-complete suggestions to appearplus-squareprogramming.devAtegon@programming.devM to Godot@programming.dev · edit-214 days agomessage-square0fedilink