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Great start!  I ran into a bug where the block colliders stayed around after they were destroyed, but it was an interesting concept!

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Thanks! That was my first ever attempt at Godot and I only had 2 evening. 

That was super fun to learn something new and taking part in jam was a huge motivation booster!

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I think what you might have done is to .hide() the visible parts. Or maybe remove the skin of the blocks when they get hit?

Try .queue_free() on instead.

If that doesn't work, maybe try to .queue_free() the collision box, then the visual part

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I'm using queue_free() but the issue comes from where I use it.
Walls are RigidBody2D with Polygon2D and CollisionPolygon2D inside.
Currently when walls are fractured I use queue_free() on the polygon (that gets split into fragments). Simply using get_parent().queue_free() solves the issue (because whole wall including CollisionPolygon2D gets removed).