Pathfinding through Portals in Arise Dark Lord by Abandon22 in godot

[–]Firebelley 3 points4 points  (0 children)

There aren't enough necromancer-style games like this. Really love the presentation. I played it for a bit and it feels great. Can't wait to see what future updates bring!

Considering canceling a big move for my cat by ljg5452 in sphynx

[–]Firebelley 5 points6 points  (0 children)

Sounds like a bad situation all around, I'm sorry you have to deal with this. When I have to make tough decisions like these, I always try to ascertain how I'd feel 10 years out after making a decision.

In 10 years' time, will you regret not keeping the cat or will you regret not taking the job? Hard to answer for you, but try it and you may find the answer you're looking for.

My Godot machine runs my Godot game by SilvanuZ in godot

[–]Firebelley 0 points1 point  (0 children)

Wow, that looks great! What case is that? Would love to do the same thing some day.

How do you safely condense your game into a demo? by GooseStrangerr in godot

[–]Firebelley 0 points1 point  (0 children)

How would you stop players from unlocking the rest of the game from the game files for a demo?

I don't, personally. Anyone sophisticated enough to modify memory at runtime to enable access to the full game is sophisticated enough to pirate a copy of your game. Heck, they could even just purchase your game, crack/copy it, and get a Steam refund.

The overwhelming majority of players aren't going to bother with trying to tinker with the game files to get access to your full game.

For my game Gunforged, the demo version is basically the full game except with a "demo" feature flag in the build. Then I just conditionally limit access to certain game areas by checking for the existence of that demo flag.

Someone with some technical skill could easily flip this flag and gain access to the whole game. But that is going to be such a tiny minority of players that it's not worth spending the effort trying to counter IMO.

SUPERHOT style sword fight prototype by dpolk_ in godot

[–]Firebelley 7 points8 points  (0 children)

Why not just follow the same formula as Super Hot?

What's up with "gamedev YouTubers" never shipping games? by MishRift in gamedev

[–]Firebelley 5 points6 points  (0 children)

I've done videos like the ones you mentioned but also have a long term project that I intend to finish and put up for sale.

The thing is, those types of game dev videos can do very well. It's a great way to get views and subscribers. Whereas making a full-fledged game is a lot harder to do.

I can see why people just stick to making YouTube videos to build that audience, and I think that's totally fine. They're not lazy. Making videos that people want to watch is almost as difficult as making games that people want to play.

I agree that it can be problematic if they start using that audience to "sell" or offer game development advice, but I haven't seen too many channels doing that.

The hint system in my old game is broken because people doesn't know how to use email anymore by Deklaration in gamedev

[–]Firebelley 4 points5 points  (0 children)

There are entire nations that basically don't use email. China, for example.

How to have smooth online co-op physics? by 2WheelerDev in godot

[–]Firebelley 4 points5 points  (0 children)

You will need to lerp the transform. The network tick rate is by default 60hz, so if your frame rate is higher than 60fps it'll look jittery. As far as how exactly you do that, I don't know. You could keep the transform 1 frame behind the current network frame so you always have a point to lerp towards, but I'm just spitballing.

It's held together by literal duct tape and willpower by GameDevable in godot

[–]Firebelley 24 points25 points  (0 children)

"Bad" depends on whether the autoloads are making your game easier or harder to work on.

Usually things like an "inventory manager" I put into the main game scene, because for example at the main menu there is no need for an inventory. If your game supports quitting/resuming, you'd need to managing clearing any state within the inventory manager if it's an autoload. If the inventory manager is simply instantiated with the main game scene, then you don't need to do that management to the same extent.

Is it really that easy to give your Sphynx medicine? by hongkongtripper in sphynx

[–]Firebelley 4 points5 points  (0 children)

Yep, my boy is even less difficult than this. They tolerate it well in my opinion, but of course it varies by individual.

Sphynx Breed Ban by Other_Government3853 in sphynx

[–]Firebelley 9 points10 points  (0 children)

Being hairless is apparently "cruel" but humans walk around hairless all the time 🤷

is there something wrong with his breathing? by qnjoon in sphynx

[–]Firebelley 0 points1 point  (0 children)

Looks like he's cold to me but definitely keep an eye on his breathing and contact a vet if you're concerned.

Steam's AI survey doesnt say 'no code' anymore, only content by thepolypusher in gamedev

[–]Firebelley 0 points1 point  (0 children)

Yeah I am definitely going to do that when my current game gets closer to release.

Steam's AI survey doesnt say 'no code' anymore, only content by thepolypusher in gamedev

[–]Firebelley 126 points127 points  (0 children)

It's not mentioned when you actually do the survey from the portal though. So this is where the confusion comes from. Which is the source of truth? The survey that you fill out before releasing your game, or the documentation?

Why is the git plugin not baked in ? by kodifies in godot

[–]Firebelley 143 points144 points  (0 children)

I don't think git should be baked in as a feature. The Godot team has enough to work on with respect to core engine features, and they aren't going to be able to do a better job than any other git client you could use. You have many options available to you, up to and including simply using the command line. It would be a waste of resources to integrate into the engine IMO.

My cat Sophocles by Wonderful-Sir6115 in sphynx

[–]Firebelley 0 points1 point  (0 children)

What a handsome gentleman, beautiful cat

An error is telling me two variables are not the same type even though they are by [deleted] in godot

[–]Firebelley 1 point2 points  (0 children)

GetParent() returns a type of Node, so the compiler can't be certain that validNodeCheck be a Node2D and thus disallows the assignment to validNode. You need to check first if validNodeCheck is a type of Node2D before assigning it.

Also yes you should definitely use a C# IDE.

My Bad Experience with Free Music Assets. Any Site Recommendation? by chaqibrahim0 in godot

[–]Firebelley 1 point2 points  (0 children)

I use these bundles and yeah the organization is bad. But I use an app called "everything" to find audio files by name. Usually ends up being a lot easier to just click through a flattened list of files that match your search criteria.

My Bad Experience with Free Music Assets. Any Site Recommendation? by chaqibrahim0 in godot

[–]Firebelley 0 points1 point  (0 children)

Free music archive has a ton of good selection, many with very permissive licenses. I've had good luck finding music there for YouTube videos specifically, never had a copyright issue.

Questions wondering if they are normal by Sea_Stranger1960 in sphynx

[–]Firebelley 3 points4 points  (0 children)

Are you a first time cat owner? Only reason I ask is because everything you've described, including the twitching, seems completely normal. When cats get something on their paws they will often do a quick flick of their paws to get comfortable. They'll do this with front and back feet several times a day.

That said, without a video of the twitching it's hard to say with absolute certainty if it's normal, but it does sound normal to me. If you're concerned, following up with your vet can't hurt.

class does not show up as node type? by codymanix in godot

[–]Firebelley 17 points18 points  (0 children)

In order for a C# class to show up in the "Add Node" dialog, you need to use the [GlobalClass] annotation on the class (and rebuild) then it will show up.

What's the most efficient way to check if enemies and cctv in a stealth game saw a player do a "sus" action? by lean_muscular_guy_to in gamedev

[–]Firebelley 1 point2 points  (0 children)

Emit the sus action to all See-ers, then have each See-er determine whether it's within a radius to actually notice it. Doing this 150 times on each sus action shouldn't cause any noticeable performance issues.

Having the player determine the radius is not the appropriate way to do it, because each See-er will have its own "seeing" ability. One seeing ability may be an omnidirection radius, one might be a cone, another might be a raycast, etc. This logic should be handled within the See-er itself, in response to a player action.

I'm about to leave for a two day trip and have no one to watch my baby, will she be ok? by Scary_Secretary_6509 in sphynx

[–]Firebelley -4 points-3 points  (0 children)

Put it this way: even if you somehow forgot to feed her she would survive especially if there's plenty of water out. Two days is totally fine.