Hello,
I've been following the basic set of tutorials on the website here just getting started with Godot and I've run into what I believe is a very basic problem.
I have reached the point in which I am attempting to connect signals through code, and I'm unable to get past one line.
Below is the script that I've written following the tutorial and making very slight personal modifications.
The first error I received was "on_timer_timeout isn't declared in the current scope." on the line: timer.timeout.connect(on_Timer_timeout)
I changed that to timer.timeout.connect(_on_Timer_timeout()) to alleviate that error, and ran into "Invalid get index 'timeout' (on base: 'Timer')"
Any pointers in the right direction would be greatly appreciated. I'm currently running Godot 3.5.1. If 4.0 was possible at the moment I would go with it, but my project PC is an
old build with an i7-3770k @ 3.5 GHz cpu and GeForce GTX 680 graphics card on Windows 7. Because of this I can only open projects using the openGL work around, and cannot run any projects in 4.0 without it crashing immediately.
Tree looks as follows:

extends Sprite
var speed = 200
var angular_speed = 2 * PI
var motionIsOn = 0
func _ready():
var timer = get_node("Timer")
timer.timeout.connect(_on_Timer_timeout)
func _process(delta):
var velocity = Vector2.UP.rotated(rotation) * speed * delta
if(motionIsOn == 1):
if Input.is_action_pressed("ui_left"):
rotation += angular_speed * -1 * delta
if Input.is_action_pressed("ui_right"):
rotation += angular_speed * 1 * delta
if Input.is_action_pressed("ui_up"):
position += velocity * speed * delta
if Input.is_action_pressed("ui_down"):
position += velocity * speed * delta * -1
func _on_Button_pressed():
if(motionIsOn == 0):
motionIsOn = 1
else:
motionIsOn = 0
func _on_Timer_timeout():
pass # Do nothing yet because I can't make it work!!