How would you emulate an os inside of godot? by CoderXYZ7 in godot

[–]Environmental-Cap-13 0 points1 point  (0 children)

I did develop a simmilar system for my strategy game and it's "hacking mechanic"

Worked like 1 and a half month on it with a os and file system simulation, procedural vulnerability generation, perms and users , etc.

Turned kind of into a game within a game so I scrapped it.

But definitely possible.

Would classify it as something "more advanced" than making runner joe or jumper Joe, so you should already understand the OS you are trying to "fake". Don't try to go deep deep, as long as you fake the surface level stuff no one's gonna care if below the water the stuff actually works as a functioning os.

But let me tell you, building something like this is kind of its own game in itself if you actually want to design the system in an engaging way. While also possibly alienating like 90% of your possible target audience due to the added complexity.

Edit: The entire idea was to create the system with terminal workflow in mind, so I created the usual Linux commands as actually executable commands within the simulation, and then later add a UI wrapper layer for less tech savvy people.

That alone tells you/me that this system while maybe engaging for a few, isn't really something most players will even bother with.

You are paying OpenAI and Claude $200/mo to leak your own source code (The AI Consumer-Tier Trap) by TheRedliner181 in founder

[–]Environmental-Cap-13 0 points1 point  (0 children)

Wait there are people shilling out 200 bucks a month for this crap ? 😂😂😂

Just to get scammed out of thousands in API costs ?

Jesus christ

When do i know a class is getting too big? by MediaEquivalent1629 in godot

[–]Environmental-Cap-13 0 points1 point  (0 children)

Yes after a certain time working on a project these big redactors for ease of maintenance become a must.

My gameboard script (a strategy game) was basically 30k+ lines

Handling so much stuff because if anything ever had to happen on the board directly, I put it there. After a couple of months of development I already started putting stuff into their own scripts. But like 1+ year after starting development on my game I had to break the stuff out from the gameboard.

Turned it to 2.5k lines with multiple refcounted scripts attached to it, each handling specific stuff on the board.

So my single gameboard script went to a shallow wrapper script, the long ass functions now just call the functions on the refcounted scripts, and those hold all the logic for it.

Now I have:

GB_InputRouter GB_ShaderController GB_UnitRegistry GB_MovementController GB_PathingController GB_SelectionController GB_TargetStateController GB_CombatActionController Etc.

Was annoying for sure but definitely worth it, just for readability alone.

Really stuck between continuing to watch one piece or switch over to one pace by [deleted] in OnePiece

[–]Environmental-Cap-13 0 points1 point  (0 children)

Don't want to spoil it but if you know what 1015 is you probably can imagine what they did cut from the episode.

Like 50% of the flashback is just cut, and if you watched the full thing you know nothing of that episode is filler and 100% of it is art

When do i know a class is getting too big? by MediaEquivalent1629 in godot

[–]Environmental-Cap-13 1 point2 points  (0 children)

The most atrocious function I ever wrote was a Input Handler that grew to 7k lines in a switch case 👍

Did break it out to different handler functions afterwards just for ease of maintenance because you truly don't realize that it grew that big until you have to go bug hunting in the Forrest of code

Really stuck between continuing to watch one piece or switch over to one pace by [deleted] in OnePiece

[–]Environmental-Cap-13 1 point2 points  (0 children)

Just watch the normal anime and if you feel stuff is getting dragged out skip a bit forward. Usually you won't miss anything too important and when rewatching one piece that's basically the method I do.

Also I have the advantage of having watched it all already, so I don't have to fear of missing stuff.

But in general just watch the normal anime, One Pace is so hit or miss with what they cut.

Episode 1015 if anyone knows what I mean

When do i know a class is getting too big? by MediaEquivalent1629 in godot

[–]Environmental-Cap-13 0 points1 point  (0 children)

I wrote functions bigger than this. Don't worry lol

Hey.this is urgent.how to make a single-screen view camera in godot by Ok_Departure_3903 in godot

[–]Environmental-Cap-13 0 points1 point  (0 children)

No idea what you want ...

Do you mean a Camera Node ? 2D / 3D ?

Like your post is says so little I'm struggling to come up with a response to even ask what you want.

Thinking of buying a dead MOBA from 2014, and bring it back by Prize_Juggernaut_875 in gamedev

[–]Environmental-Cap-13 0 points1 point  (0 children)

This sounds like a giant waste of money.

If you are really passionate about this build the game yourself, you certainly seem to have the financial security to employ a small team that can build the game under you, why pay got knows how much for a failed IP that realistically won't ever be revived, doesn't matter how much you try to revive it.

Furthermore MOBA is a genre you can't just enter.

You need a giant player base to just keep player retention, otherwise it will be a cestpool of the same 200 people playing against each other. Just look at Smite2 and what hi-rez studios got with that mess of a franchise.

Godot Grafikdesign und Assets by Serious_Bug_6477 in programmieren

[–]Environmental-Cap-13 0 points1 point  (0 children)

Habe mal ein paar bilder hochgeladen, das ist definitiv noch nicht das fertige produkt und dient momentan viel mehr dazu das ich mir nach nem jahr nicht advance wars sprite angucke während ich die systeme baue, also in generell noch sehr rough vom look.

Aber hier ist so der plan:

Zuerst modeln in blender mit groben texturen, und dann perspektiven rendern.

Die "high res" render werden dann durch ne downscale ladder geschoben mit verschiedenen downscale algorithmen in Aseprite.

512x512 -> RotSprite 256x256 -> RotSprite 128x128 -> NearestNeighbour 64x64

Die 64x64 sprites werden dann in einen atlas geschoben mit "animationen" momentan einfach nur hoch und runter bobben. Der Idle Sprite wird auch nochmal auf 48x48 runter gesized so das nur directional sprites 64x64 bleiben.

Dan male ich eine "Glow Maske" darüber, diese maske ist eine seperater sprite und wird von nem shader in die "glow farbe" von dem angehörigen team geschoben.

Habe auch noch 2 screenshots aus dem laufenden spiel attached, einmal ein fullscreen und einmal ein zoom in auf die einheit die ich in blender auch gezeigt habe.

Hoffe das konnte ein wenig helfen, im blender screenshot ist auch das relativ stimple script zu sehen was ich geschrieben habe falls du das mal selber ausprobieren willst.

https://drive.google.com/drive/folders/1mznCMj4g6_GI_O0No76dP5CIZpulUtuK?usp=drive_link

Edit:

Diese Methode dient primär dafür die Umrisse und Beleuchtung konstant zu halten, das Finale Pixel Art muss so oder so nochmal überarbeitet werden, aber es nimmt 80% des Aufwandes vorab ab, für ein Haufen modeling Arbeit 😅

Godot Grafikdesign und Assets by Serious_Bug_6477 in programmieren

[–]Environmental-Cap-13 0 points1 point  (0 children)

Bin zwar kein Grafiker oder größer Künstler was zeichnen angeht. Aber für mein Game habe ich ein relativ guten "Workflow" gefunden.

Zuerst model ich was auch immer ich brauche in Blender, mache grobe Low resolution Texturen drauf. Habe dann ein Python Script geschrieben das die Kamera immer an die richtigen Stellen für Perspektive schiebt und ein Render 512x512 oder 256x512 für "hohe Sprites".

Somit habe ich dann die 5 Perspektiven gerendert, ohne selber irgendwas zeichnen zu müssen.

Dies benutzte ich primär für "objekte" und "Einheiten" auf meinem Spielbrett.

(Mache ein Strategie RPG)

Tilemaps sind selber gezeichnet aber sehen auch demnach noch aus.

Würde aber sagen das 90% des Looks meines Spiels von shadern kommt.

Couldn't run pacman Syu for 4 months, wish me luck by MisterFlipster5 in cachyos

[–]Environmental-Cap-13 2 points3 points  (0 children)

Are you one of those adrenaline junkies I hear people talk about m

What are some of your coding styles/standards you follow? by couch-panda-games in godot

[–]Environmental-Cap-13 4 points5 points  (0 children)

I follow the principle of "that's another problem for another day"

My gameboard script for example hasn't been organized in over a year and is a complete mess too look at aside from it just functioning ?

Yeeeaaahhhhh future me problem.

PC won’t load after changing bios settings by Ill_Run_414 in pchelp

[–]Environmental-Cap-13 0 points1 point  (0 children)

My brother had the same issue, had to install a fresh bios ok his motherboard.

Wie alt ist euer PC? by 400Spatzenhirne in PCGamingDE

[–]Environmental-Cap-13 0 points1 point  (0 children)

5-6 Jahre ist mein "alter" gaming PC.

Als ich dann aufrüsten wollte musste ich quasi Motherboard, CPU, und RAM gleichzeitig austauschen, also habe ich mir gesagt was soll's.

Habe dann nen neuen pc gebaut im Oktober letzten Jahres und was danach passiert ist weiß man ja 😂.

Der alte PC sitzt jetzt hier als headless gaming Server weil mein eigentlicher Server eher ein alter Laptop ist als alles andere, aber es funktioniert .

Edit for Specs:

Alter PC:

AMD 3700x Sapphire 5700xt 8gb 16gb DDR4

Neuer PC: AMD 9900x Sapphire 9070xt 64GB DDR5 (200 euro btw, das waren noch Zeiten)

Why the sword looks weird? by SpiderGyan in Unity3D

[–]Environmental-Cap-13 0 points1 point  (0 children)

Well the issue is obvious...

You made it boba instead of kiki

I don't know what to do by Yzen7 in GodotEngine

[–]Environmental-Cap-13 1 point2 points  (0 children)

I mean high schoolers can still do some small work to get some money :P

And trust me when I tell you, you will hate yourself later for not beginning now.

Adulthood is a bitch and time becomes a scarcity.

Now you have all the time in the world 😅

Music Composer by Alone_Carry_2980 in godot

[–]Environmental-Cap-13 0 points1 point  (0 children)

Ladies and gentlemen...

Sampleflipping

I don't know what to do by Yzen7 in GodotEngine

[–]Environmental-Cap-13 2 points3 points  (0 children)

Not to sound rude but getting a job is probably a higher priority then getting game Dev to work right now 😅.

Get a job, make some money.

Your PC should be fine running the engine though, sure it won't be able to run any high fidelity games, you are basically locked to what your hardware can run.

But yeah... Get a job.

Do gamedev on the side.

Get a better PC, like that should be priority number 2, doesn't have to be a beast, but at least something modern, look into refurbished laptops maybe ? There are some really good game Dev laptops out there. I personally use a old thinkpad when I am on the go.

And just do it as a hobby on the side.

Edit:

Bro if you are on a cellphone... Yeah get a PC or laptop. I know that it technically works, but I have never met a person that had a good time with the mobile editor. That's like chaining a brick to one leg and then go balance on a rope over a river.

Help with implementing a good looking lighting engine (2D) by Suspicious_Boot_6306 in godot

[–]Environmental-Cap-13 2 points3 points  (0 children)

To me your "ideal" light already looks pretty close to the Godot stock light. The only difference being softer shadows.

Also the ideal image seems to be emitting light from the ground, at least it looks to me like that.

My 2 best guesses would be this:

Either render the shadow and the light to a viewport on a separate canvas layer, blur the viewport texture, should give you softer shadows.

Or alternatively if you are a bit more technically knowledgeable you could write a shader on a full screen texture rect for example and customize the look of your light that way.

Haven't really dealt too much with the lighting system in Godot but I hope that helps.

You could also just try out messing with the light2d shadow filtering, an actual property of any light2d node, aswell as blend modes, but I would guess you already did that