Thanks! I would have stored the last scale multiplier and added an if statement so you do not rescale the texture if the window size changed but not enough to have a new scale value
thanks for the great tutorial. Needed to adapt some things for Godot4, but in general it was very helpful to get the hardware cursor scale up on resolution change
@@nitinsurendran8959 i believe you are talking about the changes for an export variable to change in the inspector? Thats @export var varName : Texture
Anybody know how to do this in Godot 4? I can't seem to find the screen_resized signal. Update: I found a solution! This is now a signal in the viewport. Here is how to connect it: get_viewport().size_changed.connect(_update_cursor)
Quick question, how did you get the screen resolution to multiply incrementally in the same way the mouse does? Also, is the reason we add +1 to the scale_multiple to account for flooring the window size earlier? Great video by the way, I like that the pacing is a bit faster than other tutorials.
I am not that much into 2D and therefore not I am not interested in making pixel art games at all (though I love the look … I am simply not a 2D artist). But that tutorial was awesome! I'd subscribe again at this point if I hadn't done it before. 👍
Do you have any plans to flesh out your deepweb dice game more? It seems like something worth taking and making into something you'd charge for; I'd certainly buy a roguelike with the mechanics you had in that game made into a more extended experience.
Maybe some day. I have a hard time sticking to a project without a deadline and making meaningful progress every day. And that's what is required to create a larger project :(
Hi, There! I saw your previous tutorial on the RPG battle system, any chance of you creating a new tutorial on making status effects and shields? as well as multiple enemies?
@@Vexcenot floor(float f) rounds f to the closest smallest integer. And ceil(float f) rounds f to the smallest integer greater than f. For example: floor(1.3) = 1, and ceil(1.3) = 2.
Thanks! I would have stored the last scale multiplier and added an if statement so you do not rescale the texture if the window size changed but not enough to have a new scale value
thanks for the great tutorial. Needed to adapt some things for Godot4, but in general it was very helpful to get the hardware cursor scale up on resolution change
Hey how did you do the var image = default_cursor.get_data() in Godot4?
@@discordLC var image = cursor.get_image()
@@turbomodus Hey I'm kinda dumb how does export(Texture) work in godot 4
@@nitinsurendran8959 i believe you are talking about the changes for an export variable to change in the inspector?
Thats @export var varName : Texture
@@turbomodusI see, thanks alot :)
thanks a lot!! just what I was looking for, works perfect por pixel art games with low resolusion scaled :)
Anybody know how to do this in Godot 4? I can't seem to find the screen_resized signal.
Update: I found a solution! This is now a signal in the viewport. Here is how to connect it: get_viewport().size_changed.connect(_update_cursor)
Awesome. Thank you.
Great video!
For the multiple being off by one, could this be due to flooring instead of ceiling?
Quick question, how did you get the screen resolution to multiply incrementally in the same way the mouse does? Also, is the reason we add +1 to the scale_multiple to account for flooring the window size earlier? Great video by the way, I like that the pacing is a bit faster than other tutorials.
I am not that much into 2D and therefore not I am not interested in making pixel art games at all (though I love the look … I am simply not a 2D artist). But that tutorial was awesome! I'd subscribe again at this point if I hadn't done it before. 👍
Do you have any plans to flesh out your deepweb dice game more? It seems like something worth taking and making into something you'd charge for; I'd certainly buy a roguelike with the mechanics you had in that game made into a more extended experience.
Maybe some day. I have a hard time sticking to a project without a deadline and making meaningful progress every day. And that's what is required to create a larger project :(
great chsnnel, subbed n liked
Hi, There! I saw your previous tutorial on the RPG battle system, any chance of you creating a new tutorial on making status effects and shields? as well as multiple enemies?
Hey I don't have a plan for that but I'll keep it in mind if I do a larger RPG series in the future
@@jontopielski6227 That's good to know! I love your RPG tutorial and its such a shame there are so few tutorials on it for godot
10:10 maybe it was off by 1 because you used floor() instead of ceil()?
what do they do?
@@Vexcenot floor(float f) rounds f to the closest smallest integer. And ceil(float f) rounds f to the smallest integer greater than f. For example: floor(1.3) = 1, and ceil(1.3) = 2.