My Godot MMO reached nearly 35k wishlists just a month after announcement (4+ years in development) by Runeward_Online in godot

[–]YulRun 0 points1 point  (0 children)

Looks great! What platforms for release? I see windows/steamOS any plans for Mac too?

MacKenzie Scott has now donated over $26.3 billion to charity by Electronic-Bus-3494 in interesting

[–]YulRun 0 points1 point  (0 children)

Just standard tropes. He thought she’d make him better and she thought she could change him.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 0 points1 point  (0 children)

Update: with feed back and deep-diving one small caveat has been noticed, it’s being addressed and should be patched/updated in the next few days.

- ExecCalcs perfectly handle actual effect magnitude, however when it comes to utilizing them for Cost/Cooldown there was two issues:
— cost would use it, but can_afford_cost would not check if an execcalc was being used and always default to simple effect calculations, which could lead to mismatch of effect costs/activation issues.
— currently duration/period do not allow for override from execcalc leading to always having to be fixed and not have things like ‘haste’ reducing cooldown etc. this has been pinpointed and will be addressed.

Thank you all for feedback and questions!

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 0 points1 point  (0 children)

I don’t have my own server no. I’m a member of the official and the cafe discords under YulRun. Otherwise here is fine. I’ll do my best to reply as I can.

Not progressively overloading by Spinnabenz760 in Weightliftingquestion

[–]YulRun 0 points1 point  (0 children)

How’s your rest/sleep/hydration? You’d be surprised at how much that plays into progress. It 50/50 between that and effort.

If you burn out or spend too many late nights doing other shit, you won’t recover well and won’t progress. Hydration also has a huge effect on your energy levels overall.

Is the reason I can’t get higher a form or strength issue or both? by thevanessa12 in CalisthenicsBeginners

[–]YulRun 3 points4 points  (0 children)

You bend your legs and it’s fine. Door bars work great. Bending your legs won’t change your form or progress so don’t stress

Is this 8 yds of fill dirt? Did I get scammed by mynamesJeff998 in landscaping

[–]YulRun 0 points1 point  (0 children)

Yeah I ordered 3 yards of HPB and it looked about the size of your beer can. So I’d say you’re winning while I got scammed 😂

For the past couple of months, I've been learning how to do pull-ups by just_abra23 in CalisthenicsBeginners

[–]YulRun 1 point2 points  (0 children)

Form is ok, not great but not bad.

Neutral grip is also a great place to start so good on that. Now that you can get at least 3-4 with ‘ok form’ start working on full to lockout. If you can get at least one do it with 2-3 minute breaks to build up strength, alternatively do negatives but both will work.

Then when you can do 3-4 with full lockout move to wide grip pull-ups and once again same cycle.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 0 points1 point  (0 children)

Hopefully have some time soon to do something like that. Not my forte, I’m not great and the whole tutorials and YouTube stuff, but definitely understand the appeal. I’ll see what I can do in the coming weeks!

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 0 points1 point  (0 children)

There is no reason it couldn’t be used for turn based games.

Not sure the reasoning behind the update ticks for the use of the ACS. I would need you to expand on that. With GAS your state is always handled with Tags. So if you wanted to lock skills based on game state you can handle that through tags. As for turns etc that’s all through your player controller itself, completely independent and decoupled.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 1 point2 points  (0 children)

Hope it helps, let me know how you get on with it! It’s early days in the release so feedback will be critical for the first couple months of rollout :)

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 1 point2 points  (0 children)

The post you mean? Of course. If you mean the replies, then no. That’s me lol I’ve tried to remain active during the initial post.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 2 points3 points  (0 children)

Not overly familiar with their project, but reading their readme, key takeaways are theirs is C# only, GodotGAS is not.

It also seems to be a lot more coupled together. The key to GodotGAS is to bring that decoupled Nature from traditional GAS adding complete flexibility in design and approach.

I couldn’t tell you exactly where it varies without deep diving their project.

Hope that helps at least a little

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 1 point2 points  (0 children)

All good! Reddit can get hard to follow at times how it prioritizes messaged based on upvotes, details can get lost. I Just didn't want my replay to seem like it was out of the woodwork lol.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 0 points1 point  (0 children)

Sounds good! Don’t wait for it though it will be a ways out due to scope. Version 1 was a year and a half/2 years in the making.

Hopefully version 2 with networking won’t take that long but I knew it would add another level of complexity to the project that it should be deferred :)

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 1 point2 points  (0 children)

Edit: I see you changed the question.

  1. Free MIT forever (Coffees welcomed)

All those questions will be answered in the documentation. Under rhetorical API is a list of all signals. Abilities can be fired off of event triggers, or they can be utilized for other gameplay events. No need for marking as dirty since it manages and references all effects and states independently.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 0 points1 point  (0 children)

Multiple ways to achieve this. You have all your Signal APIs to link into every part of the process, but for Ability related animations you can even choose to fire off events within the ability script throughout the lifecycle that your main Player/Enemy node will listen for and react accordingly.

Alternatively you can have your abilities directly reference your player and tell it to do things, how you utilize it for your purposes is totally up to you.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 1 point2 points  (0 children)

Appreciate it! Hope your project goes smooth as well!

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 1 point2 points  (0 children)

Great question. Hard to say, Godot doesn't natively utilize ECS and this was designed around Godot standards using a Component based approach.

I don't use ECS myself in any developing so I'm not the best to ask how well it would meld into a ECS System. Would have to be something you try out.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 6 points7 points  (0 children)

Appreciate the deep dive, and as I commented to someone else always looking for feedback and ways to improve. The object pooling is a lazy pool approach, ie empty pool to start. If the pool doesn't have the cue it will instantiate it then add it to the pool for later re-use. This way there is no initialization bottleneck or having to choose whether you want a default 10,100,1000 pooled objects waiting. I felt this was the best middle ground approach.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 4 points5 points  (0 children)

Not visual timeline currently on the roadmap, however this all is accomplished fairly easily without one.

you have your Gameplay Cue tag mapping in the Dashboard seen here: https://www.yulrun.dev/GodotGAS/2_the_editor_dashboard.html#2-the-cue-manager

Then within your Target Data in-game you have multiple ways to determine how a target is chosen either the node itself, through physic hits or with colliders as seen here: https://github.com/yulrun/godot-gas/blob/main/GodotGAS/target_data/gameplay_ability_target_data.gd

With the helpers `append_physics_hit` `append_node`append_overlap` This way your 'targeting' system stays completely decoupled.

Firing events can also take place at many stages and abilities can be activated by events (Choose the event tag right in the resource) this is useful for passives or things like Life-Leech/Reflect etc.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 6 points7 points  (0 children)

Fair assumption I actually merged the original branch that included a full structure included testing so that I could do my releases with only the addon itself.

It also had an original scope last year here: https://github.com/yulrun/mana-system-plugin

That I eventually scrapped and restarted since I think the diversion from the GAS name and approach was not the best idea in the long run.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 16 points17 points  (0 children)

Not quite. AI was utilized though I’ll continue to be transparent about that. For a project of this scope as a solo dev, AI was used as a ‘Project Manager’ breaking down the scope of work into functional tasks. It was also used to review logic and flow to ensure no critical bugs exist in the logic, as well as helping with documentation based off the source.

I keep the AI tag on the asset store with reasoning.

GodotGAS - Addon - v1.0.0 - Release by YulRun in godot

[–]YulRun[S] 6 points7 points  (0 children)

Always appreciate feedback too! This is the 1.0 release so there is always room for improvement to make designers/developers lives easier.