[Godot 3.5.1] - 2D Stages Test + Test Menu from my Unity Game

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Since I encountered issues with the Transparency Sorting Offset, I decided to currently make a 2D Version of my game. It's going to be only a pure XY Axis (2D Hack and Slash Platformer, probably something similar to League of Stickman 2's Platforming)

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Also redoing my 2D Test Menu that handles and manages my Character Spawns and Stage Activation.

What I love about Godot is how very simple and easy to make UI and Buttons. It was so fun Activating and Deactivating UI Nodes on the fly.

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But I cannot say the same with Collisions and CanvasLayers as they work very differently.

CanvasLayers do not inherit a Parent Node2D Visibility, which is a huge pain when handling Visibility of Certain Stages.

And StaticBody/CollisionShapes Collisions also cannot be disabled just changing their visibility, which is also a huge pain to work with.

In Unity, just setting the Visibility of a Parent GameObject automatically disables all Visibility and Collision, making Prototyping a little more bearable.

A simple workaround is to "Propagate Call" all Child Nodes, but it's still a pain because I need some Collisions to only activate a certain player position.