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Cake day: December 2nd, 2023

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  • This is very specific, but I remember the first “easter egg” I ever noticed in a game.

    In the PS3 game “Ratchet & Clank: Tools of Destruction”, at the start of the first level a statue of a character named Captain Quark gets blown up around the head & shoulders. The bottom half of the statue remains in the level.

    In the standalone expansion / sequel, “Ratchet and Clank: Quest for Booty”, there’s an area of water you can swim in on the main hub island. Under the water you can find the upper half of that Quark statue buried partially in the sand.

    I’ve always thought it was a subtle joke that the force of the explosion propelled the statue to another planet. It could just be a simple Easter egg too.

    You can see what I’m talking about in these videos:

    At 3:10 in ToD: https://youtu.be/GcQIZq1TPrk?t=190 At 14:20 in QfB: https://youtu.be/M9Hkz2gbGxY?t=852


  • You can use str() to print the array of groups as-is, or use other functions to parse the data from the array. Also, prints() is the right function to use for comma-separated print values.

    Godot docs for str()

    Godot Docs for prints()

    Possible quick-and-dirty fix:

    func _on_area_2d_area_entered(area):
     prints("Collision detected by:", get_name(), "| group:", str(area.get_groups()) )
    

    This might help too:

    func _on_area_2d_area_entered(area):
    # Information about the detected area
    var area_name: String = area.name
    var area_groups: Array[StringName] = area.get_groups()
    
    # Check with type_groups[] array defined earlier; probably redundant step
    for checked_group in type_groups:
      if checked_group in area_groups:
       prints("Collision detected by:", self.get_name(), "| detected area:", area_name, "| group:", checked_group)
    

    If there’s problems with collison detection make sure both areas have the same layer/mask. Remember the docs are your friend.