@@quiet5445 it's possible but it will require some work. There's a "PlayerInteractionComponent" that has to be a child of your player controller, that's handling the Raycast stuff, but you'll still need to move/copy over some additional code into your player controller for stuff like inventory, etc. to fully work.
I'm so grateful you're doing those tutorials. I started to look through the code and files but there are SO MANY and so much to figure out. those videos make them seem so easy. can't wait to get to the part where you talk about the quest system as that is what I struggle with the most right now. I've never been so hyped! no pressure! 😆
What ever works best for you, though I'm pretty confident it wouldn't be too hard to clone and modify the CarryableComponent to work more like Amnesia (forcing players to hold down the button).
Love this template! it's perfect for what I want to do. I'm having an issue however with one of my readables, the scroll bar is visible but mouse wheel and clicking on the bar do not allow it to scroll. Is there anything i'm missing in setting this up?
@@daveanderson5989 to be honest, I haven't dealt with scroll texts in Godot yet, but I'm sure this is fixable. Would you mind opening an issue in the Github with your setup so we can take a closer look?
Ty so much!
Can you rotate objects when carrying them?
Letting the player rotate objects is currently not implemented, but shouldn't be too hard to add.
Can you make 3d puzzle game with COGITO, like Portal, Thalos Principle, etc.?
Oh definitely. It's great to exepriment/prototype your own puzzle mechanics.
@@philipdrobar Nice.
do i have to use the player from ur project too or will it work with mine player with some raycast stuff
@@quiet5445 it's possible but it will require some work. There's a "PlayerInteractionComponent" that has to be a child of your player controller, that's handling the Raycast stuff, but you'll still need to move/copy over some additional code into your player controller for stuff like inventory, etc. to fully work.
@@philipdrobar i see thnkx for the reply
I'm so grateful you're doing those tutorials. I started to look through the code and files but there are SO MANY and so much to figure out. those videos make them seem so easy. can't wait to get to the part where you talk about the quest system as that is what I struggle with the most right now. I've never been so hyped! no pressure! 😆
I was ready to use it but, on second thought, seems Amnesia-like dragging is better for my game
What ever works best for you, though I'm pretty confident it wouldn't be too hard to clone and modify the CarryableComponent to work more like Amnesia (forcing players to hold down the button).
Love your work
The folder is not organized it's hard to understand
Could you be more specific as to what is hard to understand?
Love this template! it's perfect for what I want to do. I'm having an issue however with one of my readables, the scroll bar is visible but mouse wheel and clicking on the bar do not allow it to scroll. Is there anything i'm missing in setting this up?
@@daveanderson5989 to be honest, I haven't dealt with scroll texts in Godot yet, but I'm sure this is fixable. Would you mind opening an issue in the Github with your setup so we can take a closer look?
Ok strange thing I just noticed, if I open the inventory and my readable at the same time, I can scroll text by mousing over the empty item boxes?
@@philipdrobar sure thing! thanks for the reply :)
There is no need for the constant, mind-numbingly boring, looping background music. Whoever told you that you needed it did you dirty.