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meteorite's Issues

Can I use your idea?

Good day! I really like your project and I wanted to do something similar. Only develop on Unreal Engine. Can I use your idea?
If you want to continue the project with us, we will be very happy :)

Web export

Exporting for web seems to be broken currently. Do you think this is an issue with Godot itself or just meteorite?

Black Screen

I'm trying to run the game on godot 3.1 and the game doesn't show anything, everything is black

Boss is impossible to kill on 240fps, his laser never misses

Hey, this game is really amazing. I had a problem though as it was impossible to beat the boss since his laser never misses.

I then tried playing on my other monitor, which was 60hz compared to 240hz and I was easily able to out-run it.

This is probably because the eye's rotation was being updated more frequently, with the higher frame-rate.

Cheers, game was great fun when I beat it ๐Ÿ‘

Division By Zero in operator '/'.

I cloned the game and tried it out but got an error while playing:
I'm standing very close to a turret that tries to shoot at me.
Division By Zero in operator '/'.

res://scripts/enemies/turret.gd:39:
var pitch = PI/2+atan(sqrt(pow(look_at_vec.x, 2) + pow(look_at_vec.z,2))/look_at_vec.y)

locals:

pos.x = -25.868
pos.y = 7
pos.z = -6.593
look_at_vec.x = 0.132
look_at_vec.y = 0
look_at_vec.z = -2.593
look_at_vec_2d.x = 0.132
look_at_vec_2d.y = -2.593
pitch.x = 0.132
pitch.y = 0
pitch.z = -2.593

Running Godot v3.1.2.stable.official

Dialog not showing

When running the project in Godot 3.0.6, it does not show dialog content. Couldn't yet figure out why.

Other than that: Thank you for publishing this fantastic project. I learned a lot from the well designed code and smart use of patterns.

Game crash on starting new game, while using Godot 3.2.3 to compile + run

hi, Bauxitedev!

I just came across your meteorite game and would like to have a try & take to look at this implementation inside for learning, and I found myself cannot start a new game due to the following crash in door_generic.gd, which the debugger said: "Invalid get index 'move_to_pos' (on base: null instance)"

# door_generic.gd

func _ready():
	
	var door_list_split = door_list.split(",")
	for door_name in door_list_split:
		doors.push_back(get_node(door_name))
	
	match bullet_color:
		BulletColor.RED: set_doormat_tex(load("res://%s_red.png" % door_texture_prefix))
		BulletColor.GREEN: set_doormat_tex(load("res://%s_green.png" % door_texture_prefix))
		BulletColor.BLUE: set_doormat_tex(load("res://%s_blue.png" % door_texture_prefix))
		
	for door in doors:
		var door_name = door.name
		initial_positions[door_name] = door.translation
		target_positions[door_name] = door.get_node("col").move_to_pos    # crash on this line
		

It seems like door.get_node("col") is returning null. get_node cannot find "col" node.

Do you have any idea to fix it? Any hint or advices would be very appreciated so I might make a PR for this migration.

Thanks!

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