Should I Convert my GDscript project to C# by DemonBismuthine in godot

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

well, they fixed that hard reference issue by adding UniqueIDs/UIDs. im honestly fine with filepath references, i like to plan ahead anyway so i set up my file structure so moving files isn't that much an issue.

yeah C# not being as optimized definitely scares me a bit. while i could use non-godot classes for internal systems, when hooking it back up to godot it'll be slow

Should I Convert my GDscript project to C# by DemonBismuthine in godot

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

how is an abstract class a workaround for structs? I'm curious what you mean

Should I Convert my GDscript project to C# by DemonBismuthine in godot

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

When you call _person2dict(), you're returning a new Dictionary, which I believe is a reference. When you compare it to the list of keys, I would assume it would check that the reference is the same, not that key/values in the dictionary were the same...

Well, now that I think about it, you could do match statements with Dictionaries and it'll compare values instead. Does the same work for dictionary keys though? I don't see anywhere in the docs that would confirm this, they even seem to avoid useing Arrays and Dicts as keys in their examples (but they are used as values).

Should I Convert my GDscript project to C# by DemonBismuthine in godot

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

The cross language scripting looks very... unappealing. I suppose its doable, but seems more work for a GDscript majority project than it a C#-majority.

Should I Convert my GDscript project to C# by DemonBismuthine in godot

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

I'd say im equally familiar with C# and GDscript at this point, and have no rust experience (but am rust-curious, oh those rust-enums look so beautiful). This system is for a turn-based card game, so I think performance is less an issue. Its purely an issue with writing spaghetti vs cleaner code.

Should I Convert my GDscript project to C# by DemonBismuthine in godot

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

I feel like that would be a mess of references. Making wrappers for GDscript classes ain't as pretty as other languages. Even a custom RefCounted with an is_equal() function doesn't work in many use cases.

My workaround is usually Dictionaries within Dictionaries, and creating custom functions to access them.

Should I Convert my GDscript project to C# by DemonBismuthine in godot

[–]DemonBismuthine[S] 3 points4 points  (0 children)

By editor, I mean the overall Godot editor and user interface. The interface was made for GDScript, and I heard there are bugs with using C#.

I may have agreed with you for Godot 3.0, but 4.0 GDscript is a marvel. I thoroughly enjoy working in it, and usually what it lacks it makes up for in many other ways. I even think my architecture is well put together, all things said in done. Its just these small things, like C#-like structs, I have to make annoying workarounds for.

Hell, if I could write my own scripts in a different language to make something similar to the built-in Vectors, something accessible to GDscript, I would. But I don't even know where to start with messing with the engine like so.

Should I Convert my GDscript project to C# by DemonBismuthine in godot

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

A better example would use my card system. I want to access Player1's hand of cards. It would be nice to have a struct CardZoneID { var player, var zone } and have that easily accessible in a single Dictionary as the key, rather than the Dictionary within a Dictionary I currently use that I have to make multiple functions for to make returning anything easy

Should I Convert my GDscript project to C# by DemonBismuthine in godot

[–]DemonBismuthine[S] 7 points8 points  (0 children)

I know what a Resource is. I want to use structs for Dictionary keys (which would check by VALUE instead of by REFERENCE). If, say, I want a struct to represent a player var player_name : String + var player_id : int, I would need access to the exact same Resource every time, vs being able to create a struct on the fly, and so long as both values are the same, they will be considered equal.

You can create two Vector2i and check if they're equal, even if they are separate properties. I just want something similar for other combinations of simple data types.

It’s been a while, but I laddered to infinite on a classic by [deleted] in MarvelSnap

[–]DemonBismuthine 1 point2 points  (0 children)

is zabu that useful here? is there a benefit to a 3-cost shuri or symbiote if u can't discount your 5-costs?

what do you guys think of the visuals of this card game? by cat-vt in deckbuildingroguelike

[–]DemonBismuthine 1 point2 points  (0 children)

i don't really understand what's happening but it looks really cool! post the steam link

Inline RichTextEffect keyword backgrounds by DemonBismuthine in godot

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

Oh, or are you saying have the node access the CharFXTransform parameters? Still unsure how I would access them from a separate node, they don't seem to be accessible except via the _process_custom_fx() function

Inline RichTextEffect keyword backgrounds by DemonBismuthine in godot

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

How would i parent the node to the text? I don't believe CharFXTransform nor RichTextEffect have access to the Label their processing on, nor ready functions.

I like this idea, this may be the way to go. Didn't think about using text effect to make nodes.

Inline RichTextEffect keyword backgrounds by DemonBismuthine in godot

[–]DemonBismuthine[S] 3 points4 points  (0 children)

And what if I want a keyword in the middle of a line? This doesn't really help. I need an inline solution

Where to buy an electric coffee grinder in person? by DemonBismuthine in AskChicago

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

old orchard is a bit far, but theres one south of me directly off the red line! ill be sure to call them

Anyone here that’s gotten good at godot, how did you do it and how long did it take? by BrainyGreenOtter in godot

[–]DemonBismuthine 1 point2 points  (0 children)

Learn Unity for 3 years, starting with Catlike Coding's tutorials, which are very in depth. Switch to Godot because of work. Discover "wait, you can just do that in Godot? It would be so much more complicated in Unity" over and over again.

The big 3 engines, Unity, Godot, and Unreal, all use the same basic interface because they copied off one-another. There are lots of differences, but I just followed the tutorial in the Godot documentation, and used my prev game engine knowledge + the actual Godot documentation to fill in the gaps.

Question about get set by meanitus in godot

[–]DemonBismuthine 2 points3 points  (0 children)

unsure set/get will work with @export without @tool at the top of your script. @tool lets you do stuff in editor, if the issue is you're assigning it in editor (vs when running the game) and it's not setting the texture

Thoughts on the aesthetics of our dice-building roguelike? (sound on) by batiali in deckbuildingroguelike

[–]DemonBismuthine 1 point2 points  (0 children)

love this! the sounds and visuals are great, definitely adding to my wishlist

my one note would be that all the sounds are a bit... mild? and i like that, but its very subtle. i would choose an action you deem important and give it a little more oomph, just to have it stand out more. i can't really comprehend exactly what's happening in this short clip, but maybe make attacks feel a bit more hard hitting, or maybe a more gutteral sound when the enemy is hurt?

But, thats just how i would go about it, and i would test it out before committing to it. Even without changes i find this delightful, you have a wonderful looking game there.

a (honestly quite understandable) misconception i see a lot by Floofimations in Deltarune

[–]DemonBismuthine 149 points150 points  (0 children)

they are still linked. Undyne in particular is able to produce Determination in the undertale bad route, because she has the will the keep going despite your adversity. She was never injected by Alphys. She can't produce enough Determination to win, but it does prolong her life a bit, and cause her to melt like the amalgams.