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looks nice, a few hiccups getting it to work, but minimal effort compared to coding my own scene transitions.

the line: new_scene._ready();

in the load_state() function is causing errors, because it means _ready is called twice for a level scene. 

I took that line out and remove the errors I was getting (connecting signals that were already connected).

Thanks for comment. In the tests I did, I needed the instantiated scenes to have the Game node as owner, if I ran the _ready without having passed the owner before, I would have an error. _Ready is used in the transition to avoid errors if in the scene that instances you need the Game node.

these two lines here are causing a warning about a conflict between the func name and the variable name.

var load_state: int = 0;

func load_state() -> void: