{"author_link":"\/users\/jayjader","author_name":"Jayjader","author_uid":"jayjader","comments":[],"epoch":1696260735,"event":"LD54","format":"md","ldjam_node_id":379586,"likes":4,"metadata":{"p_key":"202872","p_author":"Jayjader","p_authorkey":"1049623","p_urlkey":"437199","p_title":"A (kinda late) quick tip to those using Godot","p_cat":"LDJam ","p_event":"LD54","p_time":"1696260735","p_likes":"4","p_comments":"0","p_status":"WAYBACK","us_key":"1049623","us_name":"Jayjader","us_username":"jayjader","event_start":"1695945600","event_key":"117","event_name":"Ludum Dare 54"},"node":{"_collation":{"body_sanitizer":"TextUtils::SanitizeHTML via existing importer","event":"LD54","removed_author":false},"_superparent":371459,"_trust":1,"author":49623,"body":"It can be very handy to define `class_name`s for your custom game objects, especially if they represent in-game \"objects\": https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/scripting\/gdscript\/static_typing.html#custom-variable-types\n\nThis allows you to not only use them as type hints for *other* game object's properties, but allows you to enter their data **inside** the editor like so:\n\n![Screen Shot 2023-10-02 at 17.26.45.png](\/\/\/raw\/7d1\/c\/z\/5d48e.png)\n\nThis is notably very handy for empowering team members who aren't as comfortable with coding\/scripting to participate more fully in implementing design choices and generating content (levels, loot, dialogues, etc).","comments":0,"created":"2023-10-02T15:25:51Z","files":[],"files-timestamp":0,"id":379586,"love":4,"love-timestamp":"2023-10-02T16:26:25Z","meta":[],"modified":"2023-10-02T16:26:25Z","name":"A (kinda late) quick tip to those using Godot","node-timestamp":"2023-10-02T15:32:15Z","parent":377823,"parents":[1,5,9,371459,377823],"path":"\/events\/ludum-dare\/54\/floppy-drive-lemonade-stand\/a-kinda-late-quick-tip-to-those-using-godot","published":"2023-10-02T15:32:15Z","scope":"public","slug":"a-kinda-late-quick-tip-to-those-using-godot","subsubtype":"","subtype":"","type":"post","version":1168207},"node_metadata":{"n_key":"379586","n_urlkey":"437199","n_parent":"377823","n_path":"\/events\/ludum-dare\/54\/floppy-drive-lemonade-stand\/a-kinda-late-quick-tip-to-those-using-godot","n_slug":"a-kinda-late-quick-tip-to-those-","n_type":"post","n_subtype":"","n_subsubtype":"","n_author":"49623","n_created":"1696260351","n_modified":"1696263985","n_version":"1168207","n_status":"WAYBACK"},"source_url":"https:\/\/ldjam.com\/events\/ludum-dare\/54\/floppy-drive-lemonade-stand\/a-kinda-late-quick-tip-to-those-using-godot","text":"It can be very handy to define `class_name`s for your custom game objects, especially if they represent in-game \"objects\": https:\/\/docs.godotengine.org\/en\/stable\/tutorials\/scripting\/gdscript\/static_typing.html#custom-variable-types\n\nThis allows you to not only use them as type hints for *other* game object's properties, but allows you to enter their data **inside** the editor like so:\n\n![Screen Shot 2023-10-02 at 17.26.45.png](\/\/\/raw\/7d1\/c\/z\/5d48e.png)\n\nThis is notably very handy for empowering team members who aren't as comfortable with coding\/scripting to participate more fully in implementing design choices and generating content (levels, loot, dialogues, etc).","title":"A (kinda late) quick tip to those using Godot","wayback_source":[]}