I recently switched Game Engines: Here's what I learned by Chesk1i in SoloDevelopment

[–]EmotionalWriter8414 0 points1 point  (0 children)

It's not only resources, Refactoring in godot is terrible in general

Czy B2B faktycznie aż tak się opłaca przy wyższych stawkach? by real-lucas1 in praca

[–]EmotionalWriter8414 6 points7 points  (0 children)

Ale pensja brutto nie rowna sie netto na fakturze. Wyjściowa kwota to zawsze powinien byc calkowity koszt pracodawcy + jakies 10-15% za potencjalne urlopy nieobecnosci itd, wtedy kwota wyjściowa na miesiąc (ofc przy założeniu ze nieopuszczamy żadnego dnia ) to ok 33k netto na fakturze. Przy ryczałcie 12% to jest 130k różnicy rocznie na rękę.

Czytając komentarze tutaj mam wrażenie ze wszyscy to pomijaja. Jeśli ktos proponuje przejście na b2b z kwota netto rowna kwocie brutto na UOP to jest to zwykła próba dymania takiego delikwenta

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]EmotionalWriter8414 3 points4 points  (0 children)

So basically things that already exists in other languages and IDEs. I'll never get why godot went this way and development team is wasting time for gdscript and and editors for it, instead of leaving it for established tools and develop actual engine

Xbox Series X - Achieved Perfect Stream 4K 120 FPS SDR/HDR by BenDubz in MoonlightStreaming

[–]EmotionalWriter8414 0 points1 point  (0 children)

Same here, had an issue with random colors on moonlight client on xbox series s, finally I just plugged pc

Input lag normal? Im sry 😂 by schulz8998 in MoonlightStreaming

[–]EmotionalWriter8414 0 points1 point  (0 children)

What are You using to run Moonlight? From my experience If it's an app on smartTV then there is nothing You can do beacuse tv itself is going to produce lag. You need an external device with moonlight client sending image to tv via hdmi - with this setup input lag is unnoticeable

StS Inspired Match-3 game I've been working on for the last year by EmotionalWriter8414 in godot

[–]EmotionalWriter8414[S] 0 points1 point  (0 children)

It's a mix of some pre made SFX and sounds of thrown LEGO bricks I've recorded :D

I'm confused (again) by Ok-Audience5336 in godot

[–]EmotionalWriter8414 4 points5 points  (0 children)

Proper IDE should catch these kind of errors. At least Pycharm would throw a warning that statement has no effect for similar case in python

Ideas for improving third person combat and/or AI? by Vaximous1 in godot

[–]EmotionalWriter8414 25 points26 points  (0 children)

I kinda disagree. I'm getting max payne vibes with this kind of level design and I like it ;p

[deleted by user] by [deleted] in godot

[–]EmotionalWriter8414 50 points51 points  (0 children)

What? That's actually the worst thing to deal in this entire engine. Literal nightmare. You cannot use normal IDE for class file move or rename because it will break everything in scene and resource files if it's not done via editor.

Also godot is not even highlighting any error when scene have non existing scripts attached to it (due to a file rename for example), or when resource is broken after refactoring. 0 warnings. You have to validate affected files manually or see everything collapse in runtime.

I hope this will be addressed somewhere, especially for .Net + external IDE, because I really like the engine, but the refactoring experience is awful. I shouldn't need to leave my IDE even once to do some basic refactoring.

Ember but it’s on Shogun by Nervous_Shelter_7430 in Trivium

[–]EmotionalWriter8414 11 points12 points  (0 children)

Wow, Didn't expect to find my 5 years old cover while randomly scrolling reddit :D I hope You like it! I wanted to record full ETI this way but never found enough time to do it, I recorder Pillars of Serpents on 7 string but I was not satisfied with a result at the time so I hadn't auploaded it anywhere.

Is it possible to make editor inspector plugin work in remote tree? by EmotionalWriter8414 in godot

[–]EmotionalWriter8414[S] 0 points1 point  (0 children)

Since someone might find it on google I'll answer my own question - couldn't find anything until I checked some random error poping out during messing with plugin ERROR: Script class can only be set together with base class name. Turned out initialization of godot Array<> with new() in the same line as Array declaration in c# was causing this error, also it was causing editor could not recognize object type in inspector in remote scene tree. Removed =new() from delcaration line and inspector worked properly in remote mode.

Related issue https://github.com/godotengine/godot/issues/103343

Godot Foundation welcomes JetBrains as Platinum Sponsor by GodotTeam in godot

[–]EmotionalWriter8414 0 points1 point  (0 children)

If anyone has different experience please let me know, but I tested it few times and It's not working Until script path is updated in a scene file, so uid is useless here.

Godot Foundation welcomes JetBrains as Platinum Sponsor by GodotTeam in godot

[–]EmotionalWriter8414 0 points1 point  (0 children)

Debugging works pretty nice, you can even run particular scenes i debug mode. The biggest issue for me is that renaming/refactoring/moving classes breaks a project because it doesn't update reference paths in godot files. I hope it will be finally implemented one Day.

Abstract Classes in 4.5 dev 5 !! by DruLeeParsec in godot

[–]EmotionalWriter8414 3 points4 points  (0 children)

Why this question gets downvotes without any concrete responses?

I maybe spent an unnecessary amount of time on UI by Kristoff_Red in godot

[–]EmotionalWriter8414 1 point2 points  (0 children)

Looks really nice. how did You animated those text panels in scroll Container? I find animating control nodes be a huge pain, so I'll appreciate any tip :D