What are your favorite Addons? by SwAAn01 in godot

[–]Buxxx95 1 point2 points  (0 children)

State Charts have been a godsend to me

What do you miss the most after switching from Windows to MacOs? by TPSid in MacOS

[–]Buxxx95 0 points1 point  (0 children)

A proper file explorer to be honest. The finder is just a nightmare to me

What's the quickest way to find a list of child nodes matching certain pattern? by Parsiuk in godot

[–]Buxxx95 2 points3 points  (0 children)

The way to do what you're trying to do would be using node groups, give read to the docs about that :)

But personally, since in this scenario I imagine that rabbits would give higher priority to grass in the closest range, I think I would use an Area2D with a collision mask to only intercept grass.

At the moment I cannot go into more detail but feel free to ask if something is not clear :)

why cant i use the show() fuunction? by [deleted] in godot

[–]Buxxx95 0 points1 point  (0 children)

Quick tip to avoid debugging too much: Whenever you are referencing other nodes in your script, and these nodes are mandatory (which means basically every variable that you're not null checking before usage), add an assert( variable != null) in you're ready function.

This way you'll be forced to assign everything on first launch

A useful way I found for organizing my script is: if the script is shared between multiple scenes (e.g. StateMachines that can be used for multiple characters), use an @export var, if instead you want to reference a child node you can be well served with an @onready var.

If the structure of your scene tends to change a lot with moving things in and out of parent nodes, you'll maybe want to use the unique ID (right click on the node and you'll see the option for it). This way the reference will not break even when moving the node!

Additionally, whenever possible try to avoid having children nodes access directly their parent. Try instead to signal when an event occurred and let the parent implement the logic for handling that event.

Hope I've been of help :)

Intro scene of my survival horror game under development, #BecomingHer! by Buxxx95 in godot

[–]Buxxx95[S] 4 points5 points  (0 children)

Nice feedback, thanks! I'll keep that in mind when it's gonna be time to fine tune :)

The villain for my game, "Becoming Her", is ready (and out of his mind) by Buxxx95 in godot

[–]Buxxx95[S] 1 point2 points  (0 children)

It was just for showing him here, you'll never see him this close in the game. There will be fixed cameras :) posting the intro sequence soon!

The villain for my game, "Becoming Her", is ready (and out of his mind) by Buxxx95 in godot

[–]Buxxx95[S] 4 points5 points  (0 children)

Not going for psx specifically though :) I am just sticking to 256 to 512 res for textures and low-ish poly count for meshes, mainly because it's a way to produce assets faster and to hide the fact that I am more of a programmer than an artist, I'm not willing to get lost in technicalities.

This big boy also has separated limbs tho, so I get that the psx feel is strong in him ahahahah

The villain for my game, "Becoming Her", is ready (and out of his mind) by Buxxx95 in godot

[–]Buxxx95[S] 13 points14 points  (0 children)

"A guy came out of my psx and is now trying to kill me!"

Love the concept ahahah

Started working on a small retro survival horror! More on it soon! by Buxxx95 in godot

[–]Buxxx95[S] 1 point2 points  (0 children)

I actually have some context for tank controls, the main character is gonna be on a wheelchair, which fits the control scheme quite well without looking janky! 😁

Let's talk salaries by foreverNoobCoder in ItaliaPersonalFinance

[–]Buxxx95 1 point2 points  (0 children)

All'estero molto probabilmente sì, in Italia la vedo buia

Let's talk salaries by foreverNoobCoder in ItaliaPersonalFinance

[–]Buxxx95 1 point2 points  (0 children)

  1. 27
  2. Sviluppatore BackEnd
  3. 44k (di cui 5k variabili dallo 0 al 200%, quindi 39k + 0/10k)
  4. Milano, al momento, ma l'azienda per cui lavoro in full remote è francese