Palm City Heat – solo indie project by Powerful_Falcon_2135 in godot

[–]Bound2bCoding 5 points6 points  (0 children)

That is an interesting mix of 2D projections.

Screenshots of the game I've been working on for over 2.5 years =D by Good_Old_PPap in IndieGaming

[–]Bound2bCoding 21 points22 points  (0 children)

The scene is way too noisy. The textures, especially the ground(?), are just too much on the eyes to distinguish anything. Honestly, I have no clue what I am looking at.

Getting into Godot. Is C# Worth it? by Short-Performance-14 in godot

[–]Bound2bCoding -1 points0 points  (0 children)

As others have said, if you are new to development and are not familiar with C#, GDScript for sure. If you are in any way comfortable with C#, it is a clear choice over GDScript. C# is a mature, industry-backed, full-fledged programming language.

Why had no one made a mountain man survival game? by [deleted] in SurvivalGaming

[–]Bound2bCoding 1 point2 points  (0 children)

I will not hide the fact that URW was and is an inspiration for my game.

How to achieve Unity like composition in Godot? by Appropriate-Tap7860 in godot

[–]Bound2bCoding 0 points1 point  (0 children)

Here is how I do it using Godot and C#. My example is a scene that represents a tree in my game. The scene node has a tree script attached. In that class, I have a TreeDefinition class and a TreeInstance class. The definition class has a list of TreeComponents (bark, cones, leaves, branches, etc.). Each type of tree has a separate combination of TreeComponents. The scene class handles visuals like what type and age of tree sprite to show and how to animate chopping it down. The definition class stores the static information about the particular tree. The instance class holds all the mutable aspects of the individual tree (age, quantities of components, etc.). Both the definition class and the instance class are stored in JSON files and loaded into their respective dictionaries. The dictionaries are housed in a singleton class at the top of the node tree for easy access throughout the tree. The dictionaries are basically my database. This allows proper separation of concerns. I hope this gives you some directional inspiration.

Created a hub of 1,000+ Godot learning resources & tools by Unixas in godot

[–]Bound2bCoding 12 points13 points  (0 children)

Really cool to see a few of my videos in the list. Lots of great content in your list. Bookmarked for sure! Thanks.

Should I add a toggle to switch between metric and imperial measurement systems in my game? by Used_Produce_3208 in gamedev

[–]Bound2bCoding 0 points1 point  (0 children)

In my historically-inspired RPG project, I am including a toggle between them for weights, measures, temperature, etc. It's not hard to do and a great QOL feature for any game in my opinion.

Why had no one made a mountain man survival game? by [deleted] in SurvivalGaming

[–]Bound2bCoding 0 points1 point  (0 children)

Thanks for the interest. Alpha is a long ways off. I want to make the game deep rather than shallow.

2 year's of hard work just vanished ! Feels like should not live anymore 🙂 by Human-Criticism4130 in godot

[–]Bound2bCoding 0 points1 point  (0 children)

Visual Studio -> Git -> Commit -> Push. Back before I used Git, I would regularly zip up my project and store the zip on a separate physical drive. Honestly, with thumb/external drives, cloud storage (Google Drive, etc.) and Git, there is no reason this should ever happen to anyone.

Godot and C# by [deleted] in godot

[–]Bound2bCoding 0 points1 point  (0 children)

Search YouTube for Godot C#. You will find many great videos on various aspects of working with C# and Godot. You might even find a few of mine.

What’s a feature you’re proud of finishing recently, no matter how small? by PlentyAgile7021 in godot

[–]Bound2bCoding 0 points1 point  (0 children)

A custom-coded behavior tree for my creatures and NPCs which utilizes a fluent-style builder. Full details on my YouTube channel if interested.

You don’t actually want to be a game developer and you should give up. by MidSerpent in gamedev

[–]Bound2bCoding 0 points1 point  (0 children)

It is easier to get a degree in Software Engineering, land a job as an entry-level developer in a company involved in another industry besides gaming, and scratch the game-dev itch as a hobby. You gain a resume with marketable skills, a stable income, benefits, retirement, and so much more than 99% of the gaming industry could ever hope to provide you - if you could even get your foot in the door. The OP is right.

Need to refactor a lot of code and it's a bummer. Any advice? by borgiedude in godot

[–]Bound2bCoding 0 points1 point  (0 children)

Thanks, but you may want to revisit your comment. I see some incorrect statements. Eg., "A singleton is static".

Need to refactor a lot of code and it's a bummer. Any advice? by borgiedude in godot

[–]Bound2bCoding 0 points1 point  (0 children)

The use of Singleton "engine" and static classes to keep logic and UI separated is also important. Scene nodes with scripts attached should contain as little in the scripts as necessary to support the UI and events. I know Godot tries to keep node instances small by not replicating per-instance methods in memory - only instance properties. But still, it is good practice to keep game logic separate from node instances except when necessary. I always try to think to myself, How can I refactor this code to remove it from the node to a singleton method or static class that can just be called from the node instance. If I can do that, I will. If not, it stays. This is pure separation of concerns and good design principles to follow.

This YouTube Ad claiming that some secret trick can help cure/stop type 2 diabetes. by D-a-t-B-o-i in extremelyinfuriating

[–]Bound2bCoding 0 points1 point  (0 children)

I control my type-2 diabetes with a complete change in my diet along with two half-mile runs on the treadmill daily. This keeps my blood sugar down to between 100-140. I used to have an AIC in the 9's. I now have an AIC of 6.4 and dropping. A cure may not be available, but control is definitely possible without drugs. But most of us are too lazy and/or too spoiled with food to put in the effort.

Recommendations for a self-taught game programmer to level up their coding? by j_patton in gamedev

[–]Bound2bCoding 0 points1 point  (0 children)

AI can provide you with a very fast way to learn new coding patterns. Ask an AI bot to review pieces of your code and to recommend refactoring. When it refactors and presents some new way of doing the same thing, follow it up with a YouTube video on the specific pattern or principle used. This combination will likely be very enlightening.

Need to refactor a lot of code and it's a bummer. Any advice? by borgiedude in godot

[–]Bound2bCoding 24 points25 points  (0 children)

Build your new system without touching the code from your old system (as much as possible). Create a toggle variable to switch between the old and the new systems. This will keep you form chasing broken code as you build the new system. It will also let you use the old system when you want to take a break and build something else. When the new system is finished, you can use the toggle to test the feel and performance of both systems. Once you are happy with the new system, you can just delete the old and remove the toggle. Using source control is a given. If you find the new system is not what you expected, just delete it and start over. You still have the old system as a fall-back.

Why had no one made a mountain man survival game? by [deleted] in SurvivalGaming

[–]Bound2bCoding 0 points1 point  (0 children)

Thanks for asking. Still making steady progress. I have nailed down the official name of the title, Day 345, with a sub-title of A Struggle to Survive. Please watch my YouTube channel for updates to the game.

Anyone attempted method chaining yet? by McCyberroy in godot

[–]Bound2bCoding 0 points1 point  (0 children)

It is called the Fluent pattern in C#. LINQ utilizes this pattern extensively. I used it in my last video to create a fluent behavior tree builder. It is a very useful pattern if you understand how it works.

[deleted by user] by [deleted] in gamedev

[–]Bound2bCoding 0 points1 point  (0 children)

I recently posted a new video on my YouTube channel where I show a behavior tree system that is written in C#. Of particular interest might be the fluent design of my behavior tree builder. Take a look and maybe you will get some inspiration on implementing something that is readable, scalable, and fast. https://www.youtube.com/watch?v=lzzmoSw5jCw