Closed wapordev closed 2 years ago
I've tried your branch and I found an issue using Godot 3.3.2. After successfully punching the hole and both players connect, the Game.gd script fails at line get_tree().root.find_node("Lobby").queue_free()
I fixed it by changing that to
var lobby = get_node("/root/Lobby")
lobby.queue_free()
It's a bit weird for me because I think they are equivalent... idk
I've tried your branch and I found an issue using Godot 3.3.2. After successfully punching the hole and both players connect, the Game.gd script fails at line
get_tree().root.find_node("Lobby").queue_free()
I fixed it by changing that to
var lobby = get_node("/root/Lobby") lobby.queue_free()
It's a bit weird for me because I think they are equivalent... idk
oh that is weird, what was the error?
I tested this some time ago so I don't quite remember, but it complained that it could not find the node, basically calling queue_free()
on a null node I think.
This is old. I'm looking at this project again, and it seems to have stopped working for me, even my old saves. Maybe a new godot version? I'm going through the code to try an figure out why, and changing bits as I go. Might pull request again if I get anywhere.
I've added an example project, moved the addons folder to it, and changed the readme to reflect these changes + add setup for example project.
The example project could definitely be better, like support for more than 2 players, timeouts and feedback on server connections, etc. But I don't have the time for that rn. Despite that, this should hopefully serve as a starting point, and save people a few hours messing around like I did lol.
Also 2 more things: