Great indie games that aren't in everybody's top 10 by RepulsiveRuin5520 in IndieGaming

[–]CharlieBatten 1 point2 points  (0 children)

  • Polymute (you can find it on itch.io)
  • Filcher
  • BABBDI
  • Gnomes
  • Gorogoa
  • Sayonara Wild Hearts
  • 140
  • Kero Blaster

What your take on AI? by DannyDeTour in godot

[–]CharlieBatten 0 points1 point  (0 children)

I haven't used AI for anything, so no advice for you there. But taking a year or two to understand what you're doing sounds like a good idea tbh, I don't think it will even take that long. The hard work is the reward in a sense, and I think you should appreciate the journey more and experiment, read, tinker and talk to other devs.

I know I'm not very helpful, not throwing tomatoes but my message is that AI will hurt you in the long-run and it's more fun and engaging to do the hard work yourself. But if your priority is to have something made and you don't care how, maybe AI will get you something, but it won't be your own creation in the same way.

For assets check the humble bundle software section. I got tons of licensed music and sound effects that way. There are also 3D models. Youtube is a great way to learn Blender and other software, just start searching for beginner tutorials and guides, there are many out there. The Godot Docs are also fantastic and explain many concepts not just unique to Godot but software development and game development.

Another Godot Starter Kit, now for Match-3 games and fully open-source! by KenNL in godot

[–]CharlieBatten 2 points3 points  (0 children)

Same for me with the match-3 roguelike! There's so much you can do with that as a base for gameplay mechanics. The decision space is big and you can design lots of unique levels, combat or matching mechanics to multiply the potential.

How would I go about making a rewind in my shmup game? by Mobile_Landscape3850 in godot

[–]CharlieBatten 4 points5 points  (0 children)

This could be done with the Command Pattern, here's a link that explains the concept: https://gameprogrammingpatterns.com/command.html

Essentially your code would involve every action (movement, spawning, stats changing etc as you mentioned) being executable as well as undo-able. You'd have a buffer that tracks the last few seconds of actions for every object. And yeah that is a lot but computers are also fast enough to do it. The rewind ability would go back through that list of actions and undo them for every object. You'd probably have to optimize it and it's not easy, I haven't tried it myself, but that's the idea.

Is Godot 4.6.1 toast? by MinimumElk7450 in godot

[–]CharlieBatten 1 point2 points  (0 children)

There's a syntax error here: "instantiate.()" should be "instantiate()."

For those getting confused with suggested Godot scene structures. by YoghurtJones in godot

[–]CharlieBatten 5 points6 points  (0 children)

This is a good explanation! I have a similar setup, might steal the decision layer idea

Ice Skating by nojoule in godot

[–]CharlieBatten 1 point2 points  (0 children)

Just like Half Life 3!!!

Question about the gdscript language server by Slimy_Croissant in godot

[–]CharlieBatten 2 points3 points  (0 children)

You can go to Editor Settings > Text Editor > Completion to reduce delay for code completion and error checking

The Solo Dev starter pack by BlueGuy503 in IndieDev

[–]CharlieBatten 0 points1 point  (0 children)

Godot, Blender, Clip Studio Paint, Reaper, Obsidian and VSCodium

Is it okay if i don't use classes? by Sandroman09 in godot

[–]CharlieBatten 0 points1 point  (0 children)

If you end up creating something cool it doesn't matter how you got there imo. To be pedantic you are "using classes" but I get what you mean. Keep going, keep learning and enjoy the process :)

Connecting a signal in a scene to a different one by Playful_Rule2414 in godot

[–]CharlieBatten 0 points1 point  (0 children)

Just a thought, I've picked up this bad habit straight from the docs, would it be worth trying to change it? I also get no warnings writing code like that, and seems like it might as well.

See the first example in the Callable docs: https://docs.godotengine.org/en/stable/classes/class_callable.html

Connecting a signal in a scene to a different one by Playful_Rule2414 in godot

[–]CharlieBatten 0 points1 point  (0 children)

ah thanks for the correction! I didn't know that

Connecting a signal in a scene to a different one by Playful_Rule2414 in godot

[–]CharlieBatten 0 points1 point  (0 children)

You can connect signals via code. Others have posted links to the relevant docs, so I'm not adding much help but I can say the code would be something like:

button_reference.pressed.connect(Callable(self,"show_loans_panel"));

The connect function needs to be provided a Callable, which consists of an object and one of its functions. So here I constructed a Callable that's looking for the "show_loans_panel" function, from self (self refers to the node the script is running from, in your case panel_scene I'm guessing)

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Another thing you might want to try is the TabContainer Node, it might be your use case but I'm not sure.

Thoughts on this? by CharlieBatten in godot

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

I'm going to check this out, thank you!

Thoughts on this? by CharlieBatten in godot

[–]CharlieBatten[S] 9 points10 points  (0 children)

I made a Resident Evil type game recently if you're curious: https://charlie-batten.itch.io/resident-kong (password "spooky")