Great video man. I love how you didn't gloss over anything, but you didn't get in the weeds too much either. Thank you for taking time out of your day to put this thing together. You're an allstar.
Great tutorial, but I'm having an error when emitting the signal. It's not recognizing the signal from the event_handler script. I have done everything step by step
@@lithmouth event_handler.battle_started.connect(Callable(self, "init")). i hope you've found another way in the future, but this is how it's working for me, and it'll work for anyone else finding this video in the future connect() is a function called on the signal itself, so we do event_handler.battle_started to reach the signal. the parameters for connect are the function you want to call, but if you just write the function right there you'd call it (connect(init()). so we have to pass it through as a callable. since the location is in this script, that's why we pass in self. therefore: Callable(self, "init")
So I had this issue because of get_tree().pause which is pausing everything under the root node including the battle scene. Select the battle_scene node, scroll down in the inspector and look for the "pause" tab, expand that, then set the "Mode" to "Process". This sets the node and all it's children to keep processing even when get_tree().paused is active. Hope this fixes your issue!
@@guillotine I think that was a problem too, because I did a print("visible") if the battle scene was visible and, before doing that thing, it just stopped without printing anything... now though, even If the debugger actually prints "visible", nothing appears on the screen and the game just pauses, I looked for a solution on the ner, but any of those seemed to work, can you help me somehow?
This is a very helpful and simple tutorial. I'd love to see more 2D turn-based tutorials from you.
Great video man. I love how you didn't gloss over anything, but you didn't get in the weeds too much either. Thank you for taking time out of your day to put this thing together. You're an allstar.
you are the best of godot tutorials
Could not be more thankful
this is EXACTLY what i was looking for!!
great tutorial, to the point, thanks
Nice tutorial. Covered a lot in just 11 min. Subscribed to make it 100 subscribers =)
Great tutorial tho 👌🏻
thanks
Great tutorial, but I'm having an error when emitting the signal. It's not recognizing the signal from the event_handler script. I have done everything step by step
dude same did u ever figure out how to fix it?
when you create the singleton, check for the name of the node, the name changes to EventHandler without the underscore
thanks for the tip@@tonyescobar715
Does anybody know how to do this
event_handler.connect("battle_started", self, "init")
in Godot 4?
I've got the same issue. Did you ever find a way around this?
@@lithmouth for this unfortunately not, but the "Dokimon" Tutorial series by "Coding Quests" helped me to make a similar battle scene
I found a workaround. Change that line for event_handler.battle_started.connect(init)
I was just looking at this and figured it out for anyone who might need
event_handler.connect("battle_started", self, "init")
@@lithmouth event_handler.battle_started.connect(Callable(self, "init")). i hope you've found another way in the future, but this is how it's working for me, and it'll work for anyone else finding this video in the future
connect() is a function called on the signal itself, so we do event_handler.battle_started to reach the signal. the parameters for connect are the function you want to call, but if you just write the function right there you'd call it (connect(init()). so we have to pass it through as a callable. since the location is in this script, that's why we pass in self. therefore: Callable(self, "init")
Animal Crossing BGM 💕
What do i do when the battle screen doesn't fade in?
So I had this issue because of get_tree().pause which is pausing everything under the root node including the battle scene. Select the battle_scene node, scroll down in the inspector and look for the "pause" tab, expand that, then set the "Mode" to "Process". This sets the node and all it's children to keep processing even when get_tree().paused is active. Hope this fixes your issue!
@@guillotine I think that was a problem too, because I did a print("visible") if the battle scene was visible and, before doing that thing, it just stopped without printing anything... now though, even If the debugger actually prints "visible", nothing appears on the screen and the game just pauses, I looked for a solution on the ner, but any of those seemed to work, can you help me somehow?
@@guillotine that fixed it for me. Thanks for posting this!
@@guillotine Thanks for explaining, this is the exact same problem that I'm having
follow the tutorial well and the buttons don't work :(