dai0

joined 8 months ago
[–] dai0@programming.dev 2 points 5 months ago

I don't think so? I should probably mention I'm using Godot 4.3 dev3 and the PopupMenus are created automatically for the OptionButton objects. I don't access their parameters so unless they're somehow automatically bumped above every other UI element they should be at 0.

As for the latter idea it's not really feasible since I have multiple OptionButtons (and PopupMenus created for each of them) so that would require a lot of duplication.

[–] dai0@programming.dev 2 points 5 months ago (2 children)

That was actually one of the first thing I tried as well but no dice. I also tried playing with the "Top Level" toggle or any of the Ordering params but neither fixed the issue so far.

Thanks for the idea anyway!

17
Understanding PopupMenus (programming.dev)
submitted 5 months ago* (last edited 5 months ago) by dai0@programming.dev to c/godot@programming.dev
 

Hi there everyone!

As the title suggests I'm having some problems with PopupMenus and could use a bit of guidance from people more familiar with the engine.

I tried looking through documentation and repo issue discussions but neither of those managed to clear things up for me though it might simply be a case of me being a dumdum. Here's what I'm struggling with:

Issue #1

I'm working on a pixel art title and chose a pretty small screen size as a target (1280x1120 with the scale of 5 so I'm working on 256x224).

Because of this I use font size 11 for most of the text elements but for some reason this does not work well with PopupMenu lists, as options there end up blurry and unreadable.

I read that these elements are scaled somehow differently (or used to anyway) so my question is: is there a way to make it consistent with all the other UI elements? If so, how should I go about it?

Issue #2

I'm adding an optional CRT shader to the game. It works great with both stages and all UI elements except for PopupMenus which simply aren't affected.

Here's my scene setup. CurrentScene is a parent node to the active scene (main menu or one of the stages). I use ZIndex property to draw the CRTShader over other elements.

Any ideas would be greatly appreciated.

Edit: I forgot to mention I'm using Godot 4.3 dev3 and the PopupMenus are automatically created for all OptionButton objects.

Edit #2, in case someone has a similar issue/question: Looks like PopupMenus are rendered as separate windows rather than part of the base one. Writing my own implementation will most likely be the easiest solution to sidestep both issues.

[–] dai0@programming.dev 1 points 8 months ago

Yeah, that's what I think too. Just wanted to mention it in case someone else has similar problem.

 

Hi there everyone!

I'm working on a block breaker game titled Blockade of Gopher Keep. It's a one person project so I could really use some outside opinion.

I'm mostly interested in feedback on gameplay and technical side of things since that what I'm focused on at the moment but any other comments are also welcome - knowing what to look for will make improving art and stages easier in the future.

Thanks for checking the thread!

[–] dai0@programming.dev 2 points 8 months ago (2 children)

Simple but satisfying. Haven't finished the game yet but I'm having fun (even with the dark stage surprisingly enough).

I have one strange issue with the web version, though it might have something to do with my setup (hardened Firefox). Trying to play in full screen on one of my monitors cuts off half of the game like this. No problems on chromium or monitor 2.