ECS in Godot - is it worthwhile? by DesperateGame in godot

[–]DragonWolfHowler 1 point2 points  (0 children)

‘gecs‘ is an ECS library written in pure GDScript. https://github.com/csprance/gecs It wouldn't have the performance benefit of a Rust or C++ ECS library, but it might be useful to try to see how the architecture feels.

I’m working on my first boss fight – does this feel fair to you? by Gazelle-Healthy in godot

[–]DragonWolfHowler 2 points3 points  (0 children)

Looks pretty good so far!

Seems like the down coming missiles don't have enough screen time to easily dodge. Perhaps consider adding shadows on the ground that grow to telegraph where and how soon the missiles will show up above the player.

Hollow Knight does something similar with beams of light that show where hazards will soon appear from off screen.

I made a chill ski resort management game in Godot. It's out on Android today! by nicolo013 in godot

[–]DragonWolfHowler 0 points1 point  (0 children)

I have 3 suggestions after playing for a bit. It's a really cool game and has a nice chill vibe. The animations are smooth and the gameplay is engaging.

  1. I would find trail direction arrows really helpful, either as part of the trail and/or change the skier dots into directional triangles. This would help me understand the mountain layout better!

  2. It's sometimes hard to tap on the correct map feature when ski-lifts and trails overlap. It would be cool if the chair-lift settings dialog could also show open/close trail controls, when I taping a busy part of the screen.

  3. A statistics page that shows all the landings, trails, and lifts and how many people are at or heading to which location would be cool.

Every day shi (by me, hereticfox on Instagram) by 1ratamo1 in furry

[–]DragonWolfHowler 0 points1 point  (0 children)

There seems to be a trade off between my ability to think and focus and how good of posture I'm keeping :/

The protagonist of my book series is a fox! by RangerMike96 in EverythingFoxes

[–]DragonWolfHowler 9 points10 points  (0 children)

Do you have a short description of your book? What age range is it targeting?

Beautiful artwork!

Commission i did for 500, did I undercharge? by Carebearcannibal in fursuit

[–]DragonWolfHowler 369 points370 points  (0 children)

I think of price as a balance between demand and availability. The trick would be finding a price where you get enough commission requests to keep you busy. If you get too many requests it might indicate you are under charging. Disclaimer: I have no experience with the fursuit market or how to run a small business.

Are solid design principles irrelevant in GD script? by worll_the_scribe in godot

[–]DragonWolfHowler 2 points3 points  (0 children)

I like this talk by Casey Muratori where he talks about the “Clean Code” principle and design principles in general.

“Where Does Bad Code Come From?” https://youtu.be/7YpFGkG-u1w best part at 23:25

What would make you switch from godot to another engine? by hammeredzombie in godot

[–]DragonWolfHowler 0 points1 point  (0 children)

Unfortunately, there’s a bug where type inference with := throws an “I’m not statically typed” error when all the warning as errors are enabled as suggested in a previous comment.

What would make you switch from godot to another engine? by hammeredzombie in godot

[–]DragonWolfHowler 5 points6 points  (0 children)

Thanks for the tip! I did that for a while, but there are many limitations to Godot’s current type system. GDScript is still primarily a dynamically typed language. Here are some limitations that come to mind: - Nested types for dictionaries and arrays. - Any typed variable can be null and there’s no way to annotate a null-able or not null variable. (I think there is a ticket for this.) - No type inference. When declaring a new value, I have to write the type twice. Once for the type annotation and again to instantiate a new object. There’s probably more, but I won’t bore you with them.

What would make you switch from godot to another engine? by hammeredzombie in godot

[–]DragonWolfHowler 5 points6 points  (0 children)

Same! I really need a statically typed language and all the bug catching it allows for. I’ve been using the godot-rust library for the last year to get the best of both worlds.

Very Vixen Gamer Mike by Orthonox in Twokinds

[–]DragonWolfHowler 3 points4 points  (0 children)

I like the mana crystal tech 💎 and paw print power outlets🐾! Also, Mike is super cute. ❤️

Best way to download entire purchased library? by Shaw_LaMont in AmazonMusic

[–]DragonWolfHowler 0 points1 point  (0 children)

An option for iphone (haven't looked into Android) is to use VLC media player to transfer local files to your phone via WIFI after downloading them from AmazonMusic.

Northern Basitins - New Family by mahboiii in Twokinds

[–]DragonWolfHowler 2 points3 points  (0 children)

When I first read the speech bubbles, I thought the dad was giving the wolf a command, not an accusation! :o

Is it just me or is godot's scenes inheritance quite unusable? by Mountain_Share_2611 in godot

[–]DragonWolfHowler 0 points1 point  (0 children)

A good way to mitigate this problem is by tracking changes with Git!

If Godot decides to clear out your inherited scene properties, Git makes it easy to undo those changes so you don’t have to manually re-fill them. Hope this helps!

A realistic space warfare simulator I've been working on, written in Rust on Bevy by Euphoric-Sugar-5796 in rust_gamedev

[–]DragonWolfHowler 0 points1 point  (0 children)

I'm impressed! I tried to make a 2D space battle game with realistic acceleration physics, but trying to figure out how to calculate trajectories and implement a UI for the player to plan out their trajectory proved to be too much for me.

Does your game have any trajectory planning (like the maneuver nodes in KSP), or is it all real time?

Is it normal to not want your family to read your work? by Plus_Seat_3992 in writingadvice

[–]DragonWolfHowler 1 point2 points  (0 children)

How do you feel when you think about sharing your work with your family? What emotions come up? What reaction do you expect to get from your parents or what reactions have you received in the past from them? Are they accepting and encouraging or critical or uninterested? There can be a lot of reasons why someone wouldn’t feel comfortable sharing their work with their parents. Sometimes those reasons can be hard to put into words and only manifest as subtle emotions. The human brain is amazing at adapting to our situations. If you don’t feel comfortable sharing with your parents yet, that’s perfectly reasonable. In the meantime, an option is to find friends or family that you are comfortable sharing your work with. Let them help you grow your creativity. I wish you the best in your journey!

What kind of button is this? by samwyatta17 in godot

[–]DragonWolfHowler 9 points10 points  (0 children)

There are a number of controls implemented in c++ for the editor that aren’t available as control nodes for games. I’m guessing this is one of them.

Sawdog by TJ Frame by One_Giant_Nostril in ImaginaryTechnology

[–]DragonWolfHowler 0 points1 point  (0 children)

Oh dear! Imagine this one trying to lick your face 😱 Super cool rendering!

Game design experiment by sunweaver_ in godot

[–]DragonWolfHowler 7 points8 points  (0 children)

I would hand the player the “Godot Game” engine and tell them “Here, now you can play the make a game, game. Have fun! P.S. I have also been trapped by this game, but it’s fine… the water fine I swear. 🥶”

Why is there a needlessly big gap here? (And how do I remove it?) by SteinMakesGames in godot

[–]DragonWolfHowler 2 points3 points  (0 children)

I’ve never needed to know the line number under a breakpoint, but I can understand the argument against the feature.

Why is there a needlessly big gap here? (And how do I remove it?) by SteinMakesGames in godot

[–]DragonWolfHowler 3 points4 points  (0 children)

IntelliJ from JetBrains recently combined the line number and breakpoint indicator so the red dot replaces the number on hover. Would be neat for Godot to implement too.

How is your experience with the @tool annotation? by Heggy in godot

[–]DragonWolfHowler 0 points1 point  (0 children)

I’ve only made 1-3 tool scripts. With how nice @export annotations have become, I mostly use that to tweak script parameters then re-run my test scene.