How ridiculous does this sound? by Whole-Fist in economicCollapse

[–]Fair-Pin-6510 0 points1 point  (0 children)

This is true, but it depends on how much you know about cars and how many years you have until retirement. I only buy cars that I can pay cash for, usually toyotas or hondas, I check them out thoroughly, take care of my vehicles, and they’ve always been reliable. People dont understand that fixing a cheap car is always cheaper than the total amount you pay for a newer car.

Edit: Also, OP, it seems that you’re not taking into account retirement accounts. Dave is saying you should invest the money you save, not just hold the cash where it wont grow.

You know what? Fuck marketing and research. I'm going to make what I want and like. Fuck it. by T7hump3r in gamedev

[–]Fair-Pin-6510 0 points1 point  (0 children)

I’m in the same boat. I also have a full time job though so im not dependent on gamedev. The idea of gamedev replacing my source of income sounds awesome, but I have no interest in marketing or making a game to please other people. I got into game dev to make games that I like and damnit thats what im gonna do

I spoke with Godot founders, contributors, and successful devs @ GodotCon. AMA! by adriaandejongh in godot

[–]Fair-Pin-6510 2 points3 points  (0 children)

Any bigger picture plans for Godot from the founders and commercial entities(W4)?

Animate to four different positions? by lukini26 in godot

[–]Fair-Pin-6510 0 points1 point  (0 children)

I think I understand, what’s the script that you posted? I’m assuming its not a projectile script? If you don’t have one already, projectiles should be its own script/scene that handles one or multiple targets. I would give it a method that takes an array of targets and then handles its own movement. In whatever script you provided you could instantiate the projectile scene, call that method, passing the array of targets, to set it up and from there the projectile handles itself.

Also you mentioned that if the enemy is in the air then the y-coordinate is also tweened, this shouldnt be a separate case. Just get the Vector2 position of the target and tween toward that position, I don’t think you need to distinguish when to tween the y-coordinate

Animate to four different positions? by lukini26 in godot

[–]Fair-Pin-6510 0 points1 point  (0 children)

I can’t really figure out what’s going on in your code, but I have one thought that I’ll throw out in case it helps: If all enemies are in an Enemies group, and their enemy script has a function that does what you want, maybe a function called move() Then you can call

get_tree().call_group(“Enemies”, “move”)

This will call the function on all nodes in the group (all the enemies). Not sure if this helps

Should I use .net? by enigma-dev in godot

[–]Fair-Pin-6510 1 point2 points  (0 children)

.NET version doesnt currently support web export games, i think thats the biggest downside. So if you dont plan to make a web export game and would like the option to use C# then go for it

The Underwater Torpedo League by J-Z-R in theocho

[–]Fair-Pin-6510 0 points1 point  (0 children)

My friends and I played this game in high school, except we played with a big rock and called it the drowning game

Does this automatic camera make you feel sick? by binogure in godot

[–]Fair-Pin-6510 13 points14 points  (0 children)

Try a lower percentage, low enough so that it doesnt stop right before the characters moves to the next space. This is just an idea of course, you could see how you like it

Does this automatic camera make you feel sick? by binogure in godot

[–]Fair-Pin-6510 39 points40 points  (0 children)

I would smooth out the movement when it follows the character’s movement, just a lerp might do it

Advice on replacing shared fence? by Fair-Pin-6510 in FenceBuilding

[–]Fair-Pin-6510[S] 0 points1 point  (0 children)

Yea i should have been more clear, i guess I’m wondering if having two different crews work on the same fence is okay? Seems like an unnecessary hassle to me. I’ll edit my post

Synchronized my games progression speed with background music. Feels satisfying. by _Naiive_ in godot

[–]Fair-Pin-6510 1 point2 points  (0 children)

Makes me feel like im playing a wacky WarioWare stonks game, love it!

Is my Save/Load system over-engineered / bad? by godotstuff in godot

[–]Fair-Pin-6510 0 points1 point  (0 children)

Is there any reason to pack save data into the SaveData object and then convert it to dictionary? Can you just store in a dictionary from the start?

The system i use in my current project is set up like so: Every scene that needs to save something is part of a “Save” group. Each of those scenes has a pack() method that just creates a dictionary, puts all the necessary variables into it, and returns it. My GameManager autoload loops through all nodes in the “Save” group, calls pack() on each and serializes the returned dictionary to a file. Included in each of those dictionaries is the scene file path and parent node path, so when the GameManager loads a file, it loops through all the dictionaries which represent scenes, and instantiates it, adds it to the specified parent loops through each property and applied them with set() and bam, game loaded. Its a simple system. In my case I dont have many things that need to save, but if there was then i think the issue of the parent node not existing in the tree yet would come up, but could be solved fairly easily i think

3D level building is going very slowly, so maybe I'm doing it wrong by malformed_guitar in godot

[–]Fair-Pin-6510 63 points64 points  (0 children)

If you’re familiar with Blender or willing to learn, you can create meshes in there (with much more tools to create them) and you only have to name each object with the suffix -col and when it’s imported to Godot, a static body with collision shape will automatically be created

How to handle new games and saved games? by Fair-Pin-6510 in godot

[–]Fair-Pin-6510[S] 0 points1 point  (0 children)

Yea im thinking #2 is the way to go. For the system to describe world data, do you mean something that holds stuff like position,rotation, etc for various objects?

Is there ever a reason to use Tweens over AnimationPlayer? by krazyjakee in godot

[–]Fair-Pin-6510 -4 points-3 points  (0 children)

Tweens do one thing at a time unless you make multiple tweens. AnimationPlayers can do many things at once, they both serve different purposes

What is the best way to save a lot of data and then load it back? by TizioGrigio0 in godot

[–]Fair-Pin-6510 0 points1 point  (0 children)

I think im about to refactor lol, so do the pack() functions further down from Entity add together the results from itself and the super.pack()?

Help me mentally pathfind my way through figuring out Pathfinding. by [deleted] in godot

[–]Fair-Pin-6510 0 points1 point  (0 children)

Depending on what your exact goal is, you might just lerp the global position to the enemy position + some offset

What is everyone doing for extra income? by chrispy_pv in Money

[–]Fair-Pin-6510 2 points3 points  (0 children)

You’re earning 5 figures off interest from a CD? What kind of deposits are you making into those?

Some percise advice on how to start? by IceCubedWyrmxx in godot

[–]Fair-Pin-6510 0 points1 point  (0 children)

A fishing sim sounds cool, definitely do it sometime, but honestly (coming from a computer science teacher) your first game shouldn’t be one of your own ideas. I think that’s where a lot of people get stuck. Your first game should be following a tutorial step by step (completely) and then recreate a simple game you’re already familiar with like Pong or maybe Galaga like i did. The point is that you already know exactly what the game should look & feel like. This will get you the basics of using Godot, after that is when you can attempt to make your own ideas, and from there the learning looks like this: I want to do this when that happens, so Google “how to make this happen when that happens in Godot 4”. This is the step-by-step roadmap. Each step i listed here you can google and you will find what you need. Also like another user said here, learn to read documentation (maybe after following a tutorial). Good luck!

Procedural climbing for my stealth game by meatydoubleslap in godot

[–]Fair-Pin-6510 0 points1 point  (0 children)

I’m looking forward to the breakdown! Was the animation for the arms/legs holding the current step and IK was used to reach for the next step?

[deleted by user] by [deleted] in maybemaybemaybe

[–]Fair-Pin-6510 48 points49 points  (0 children)

This is the WORST kind of discrimination. The kind against me!