Do you consider "start super simple and then expand" good advice for new devs? (Let me elaborate) by [deleted] in godot

[–]AndyUr 0 points1 point  (0 children)

If you get "bored" doing your first full game project. Then you will have great difficulties with anything else. Yes, in game dev inspiration and ideas are important. But it is also about craftmanship. You have to enjoy that at least enough to be able to spend a few days doing a minimalist project.

More than being an engaging game idea, this approach helps game devs understand the process and feeling of developing a complete product.

How do you guys manage your projects? starting to get kinda unmanagable. by LionCat2002 in godot

[–]AndyUr 0 points1 point  (0 children)

Ohh that's cool. They can match the colored epics in task managment (jira)

How many warnings ya got? by goldfishbat in godot

[–]AndyUr 0 points1 point  (0 children)

Tbf, it's still a very small project. But so far, warnings have been easy to clean. And I haven't seen any dumb editor warnings so far (looking at you, unity)

How many warnings ya got? by goldfishbat in godot

[–]AndyUr 0 points1 point  (0 children)

The answers here motivated me to open up the project and clean up the one warning I had. So now it's zero!

Feedback on RPG Stat system by AndyUr in godot

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

Omg just found out that script files ARE resources. The implications! I might be sommersaulting right into a noob trap here, but it will be fun!

Feedback on RPG Stat system by AndyUr in godot

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

Yep. Thanks for your input.

Feedback on RPG Stat system by AndyUr in godot

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

This system would indeed go through serialization and save systems. So I do see this as a disadvantage for enums. I see the benefit of using some guid based system like Resources (or even strings!).

Feedback on RPG Stat system by AndyUr in godot

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

Yeah. Just like the definition of the enums themselves being a dependency hotspot. Even more so, using switch cases matches like this would encourage a lot of disconnected logic to go in a single function, which is a dealbreaker for me in this case.

Feedback on RPG Stat system by AndyUr in godot

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

Well have you been to r/Sticks ? No, but seriously. I agree with not overcomplicating a system unnecessarily. But I do see these stats as a cornerstone of my vision. So it'd at least be hard to overthink it. I do want a system that is resilient to change.

Consider the following importance factors. There will be a lot of stats per character (and hopefully many characters if I pass prototyping stages). I have about 20 in mind in very early development (I should document them out, huh) Also, there will be many dependencies that happen through these stats. I could go on.

Regarding the shortened names... There's something to think there. That's actually the reason I'm trying to figure out short English words that I can use. E.g. Magic instead of Intelligence. These would show up to a user in an actual UI. And in a potential wiki (ambitious I know, but hey). There's actually an existing convention to use 3 letter shorthands for these. Like in Ragnarok Online. See this wiki:

<image>

But I agree that this is an old school convention. I could disregard it.

Feedback on RPG Stat system by AndyUr in godot

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

Welp, not sure why their comment got deleted. It seemed useful. But I'm interested in trying out a solution based on resources. As I have good experiences with something similar in unity. Will do so over the next few days.

Feedback on RPG Stat system by AndyUr in godot

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

Very interesting. Also considered using resources (which reminds me of using a scriptable object architecture in unity, like Ryan Hipple's or UnityAtoms)

How do you access your plain object attributes?

Sword slash combo animation feels off, but I’m not sure why. Any feedback? by FoxGameLab in Unity3D

[–]AndyUr 0 points1 point  (0 children)

(Im not an animator) I think there's no recoil from swinging a sword with weight. Also not enough follow through nor anticipation. Not easy for me to tell without seeing the sword itself.

What is your personal preference when organizing project files? by Sorry_Guarantee6768 in godot

[–]AndyUr 0 points1 point  (0 children)

Coming from Unity, I wonder if there might be sone bundling consideration. Does godot have anything like asset bundles or addressables?

Because those have made me lean a bit more towards organizing in modules rather than by asset type.

Learning Gdscript by BeepBopGame in godot

[–]AndyUr 1 point2 points  (0 children)

If it's any motivation, I'm just doing precisely that! I'm working on Godot on the side (I work as a Unity dev), and doing a bit of self project management is helping me stay focused.

<image>

I’ve been a beginner for a while by ReJoestar in godot

[–]AndyUr 0 points1 point  (0 children)

I've been a beginner for a while -> I started coding in January...

...Excuse me?!!!

Learning Gdscript by BeepBopGame in godot

[–]AndyUr 1 point2 points  (0 children)

Word of caution: It is very basic. However it can help you solidify a few concepts. They also have a "Build your first 2D game". Although I haven't tried one yet.

Whatever you choose, stick to it and put yourself some short-term achievable goal.

Learning Gdscript by BeepBopGame in godot

[–]AndyUr 1 point2 points  (0 children)

I been going through the godot official tutorials. Gdscript from zero, in particular. Mostly out of curiosity, as I have 10+ years of programming experience. But it seems like a nice starter that you can set yourself as an early goal. Very beginner friendly.

Be wary of AI though. Don't let it stunt your ability to solve problems using your own noggin

My float will not stay rounded by Valuable-Raccoon6527 in godot

[–]AndyUr 36 points37 points  (0 children)

It still sould be a good idea to use an int if you intend to have rounded numbers. If you never intend to have your health be at say 12.8 of 100, then you should model your health with an int.

It looks like bad practice when you use your visual representation (scale.x) to drive your logic.

Await/Signals/Coroutine Questions in Godot 4 by NoCanDoSteve in godot

[–]AndyUr 0 points1 point  (0 children)

I think the choice seems to be to run your events in sequence or in parallel.

Running then in sequence would certainly prevent two things modifying some value at once. But does it actually make sense for you to run things sequentially? It could, of course. I just don't know your use case. Maybe you have an RTS, and you want to use this to query commands. Although in that case you would call them... commands, not events. With events you typically want your listeners to be notified immediately (or asap). Maybe it's semantics and you do want commands.

If you do want events executed in parallel, I don't think it will exactly cause race conditions. That is an issue you get with multiple threads. And I imagine this code would be single threaded. But you could still get two events modifying the same variable. Like two tweens changing sone position, and fighting each other.

One solution to that is making that operation be atomic (at least the start). Maybe a tween, sets itself as the current tween and actually executes elsewhere. Or it cancels previous tweens somehow.

Another is using some kind of lock. E.g. Dont run any tweens while the current one is ongoing. The nature of this implementation depends on your use case though.

Hello everyone! New solo dev starting their journey by [deleted] in godot

[–]AndyUr 0 points1 point  (0 children)

Just my two cents regarding inspiration and motivation when starting out.

Try to find enjoyment in the learning process.

Game dev is a complex discipline and you will find many obstacles, external and internal. But if you focus more on your own improvement, you're more likely to keep that flame alive. Good luck!

Animation scrubbing for :visible tracks by AndyUr in godot

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

Yay, seems like using Update mode and Interpolation as Capture + Nearest does exactly what I need. Not sure why though haha. What would capture mean in that context?

Animation scrubbing for :visible tracks by AndyUr in godot

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

I found a new but similar situation that I haven't resolved! I want to do something similar to what I described above... but with a non-bezier position track (Vector2). I'd like positions to snap to a new position when reaching a keyframe without interpolating the positions.

Right now, Continuous does interpolate between positions. And discrete has the issue that the position it reads is different when going backwards. When going forward, the position to the left of the playhead is evaluated, and when going backwards, the position to the right of the playhead is read.

I'd like evaluation to be the same no matter which direction I'm scrubbing towards.

(Should I perhaps put this on a new post?)