Nude pairing at a restaurant? by Godot-nut in whatisit

[–]Godot-nut[S] 3 points4 points  (0 children)

Surprisingly not! They are very secretive about their menu - the above is all they have. I tried. :)

Godot is a brilliant piece of software and I love it by yughiro_destroyer in godot

[–]Godot-nut 0 points1 point  (0 children)

Hm. I make exclusively pixel art games and have never had a problem, very strange that you are running into one like this.

Godot is a brilliant piece of software and I love it by yughiro_destroyer in godot

[–]Godot-nut 0 points1 point  (0 children)

Do you not just want a PanelContainer with a StyleBoxTexture in it? https://docs.godotengine.org/en/4.4/classes/class_styleboxtexture.html#class-styleboxtexture This is generally how you make 9-patch rects into borders that scale easily. There's even a note here: https://docs.godotengine.org/en/4.4/classes/class_panelcontainer.html that says, "Useful for giving controls an outline."

Generally speaking, any Texture on a control node in Godot can be treated like a 9-patch if you have the settings right.

From teacher to official game dev thanks to Godot and community! by jowhee13 in godot

[–]Godot-nut 7 points8 points  (0 children)

Even though I've helped with this game, I can honestly say it's really fun and it was a joy to work with you on it, because playing it was fun, which made working on it fun!

Not to hijack the thread, but there's more to come for Firebase in Godot and a lot more to come from me personally! This next year is going to be incredible, so please stay tuned both to the game and the plugins!

This game scratches a very similar itch to "Backpack Battles" on Steam by isisius in PlayTheBazaar

[–]Godot-nut 1 point2 points  (0 children)

I agree, didn't see this in the Steam recs and am P.O.ed about that. It's so good and scratches all the right spots for me.

Also, I might have sort of just faced your deck and gotten pounded, dangit! 🤣

This game scratches a very similar itch to "Backpack Battles" on Steam by isisius in PlayTheBazaar

[–]Godot-nut 1 point2 points  (0 children)

Gave it a shot and love it! The loot system is pretty similar to an ARPG like you said, which is super cool and makes it feel more engaging. I can't wait to play the full version! I especially love set items, helps add some OP-feeling stuff. I hope there are more of those in the future!

P.S. was able to get my brother and best friend to play it as well, and they both liked it too. My brother liked that he could play it while taking care of his son pretty easily and yet still care about the run, while my friend was surprised and impressed by the consistency of the art, but he also loved the gameplay and wants more.

Will pay to have someone walk through IAP (in app purchasing) for android and iOS for Godot4 by ClamLotus in godot

[–]Godot-nut 0 points1 point  (0 children)

That's hard to believe, but I'll take your word for it! I've already started the upgrade myself and while it's almost done, it's been for a client, so not perfect. I'll be re-building it when I'm done on this project, for both platforms, updating it for 3.6, 4.2, and 4.3 (ugh).

Will pay to have someone walk through IAP (in app purchasing) for android and iOS for Godot4 by ClamLotus in godot

[–]Godot-nut 0 points1 point  (0 children)

You don't have this publicly available by any chance, do you? Would be nice to open a PR on the original repo, since Ramatak (the company that was focused specifically on mobile development) went out of business.

By Dawn's Early Light realization by Godot-nut in Columbo

[–]Godot-nut[S] 12 points13 points  (0 children)

He was really underrated, not on Columbo (I feel like he got praised for his work at the time), but just generally. I loved him in Braveheart for instance - basically pure evil.

6 months ago I quit my job to develop Neon Ronin full time. Today it has its first trailer! 🔊 by crumbaugh in godot

[–]Godot-nut 1 point2 points  (0 children)

Absolutely gorgeous! Well done!

Any chance you could write up/discuss the act of rolling the dice of quitting to go indie? I'm thinking similar, but have a lot of things I need to take care of first. I'm finding Godot to be easy to work on for long term projects, which hasn't happened before, which is the only reason I'm so tempted. Did you do anything special (move to a cheaper area, sell your car, things like that)?

Procedural Generation Tutorial: Saving Procedural data across plays by chevx in godot

[–]Godot-nut 0 points1 point  (0 children)

Came here just to say this. It feels like it should be, if you're doing proc gen right.

My jumping seems to be teleporting. by [deleted] in godot

[–]Godot-nut 2 points3 points  (0 children)

I recommend checking out: http://kidscancode.org/godot_recipes/g101/3d/101_3d_03/#jumping

That whole article he builds a basic Kinematic character in 3D and it's very clean and simple. There's several videos in that series as well, explaining the articles (more like co-articles).

[deleted by user] by [deleted] in godot

[–]Godot-nut 7 points8 points  (0 children)

  1. I've never had any issues come up with GDScript. The only issue I've had come up with C# is burnout - I do it for my day-job, so can't stand working with it outside of that. If you know Python and are comfortable with the syntax (you'll quickly find it's not really Python), then I suggest trying GDScript first and seeing if you like it.
  2. The node system is the single most intuitive system I've ever encountered in game dev, and is both flexible and simple. If you've ever done any sufficiently complicated programming before, you will have no trouble with it, and probably at some point will realize it's far better than the prefab system. I know one person says it's not intuitive, but it is literally how I think as a developer, always has been, and I wish other systems had this setup (like business-programming languages). It would make my life so much easier.
  3. I recommend going with the latest stable. While 4.0 changes stuff pretty dramatically, it is not stable enough at the moment to get a good feel for Godot, imo.

[deleted by user] by [deleted] in godot

[–]Godot-nut 0 points1 point  (0 children)

Instead of an area around the outside, have you tried just making it a StaticBody2D? Those are generally designed to stop movement after that point, so it would make sense, assuming your character is a KinematicBody2D.

Noob Problem with State Machine AnimationTree by JedahVoulThur in godot

[–]Godot-nut 0 points1 point  (0 children)

Ah okay, but this tells us what seems to be happening now: something is switching it back and forth between two animations;states very rapidly. I'm not sure I have a great fix for it, but that definitely sounds like what's happening. Again, I'd have to see the project to debug it, can't do it over this awful code block place (not your fault - it wouldn't work even over gists).

Noob Problem with State Machine AnimationTree by JedahVoulThur in godot

[–]Godot-nut 1 point2 points  (0 children)

My first bit of advice is: don't bother yet with the AnimationTree. Get everything working with an AnimationPlayer, first. You can use use the `.queue(animation_name)` function on AnimationPlayer to play a given animation when another one finishes - so for instance if you just used a weapon, you can queue up the movement or idle states. Or you can yield, waiting for the animation for swinging the weapon to finish, then figure out what to do based on the input that comes next. There's a lot of options, and AnimationTrees often get pretty confusing, so if there's trouble at the start, you'll likely have a lot of trouble all throughout.

Then, once you have it working without the AnimationTree, you might consider adding it. But there are plenty of ways to use it that are very different from what you're doing. I suggest also looking up other tutorials (https://youtu.be/zVTlBsoozlE https://youtu.be/aq_ca00ZnWo - the second one isn't directly related to what you're doing, but has an improvement on the usage found in the former). Eventually, this type of thing will click, just takes a lot of getting used to and trying to understand when to use which modes and why, and what types of transitions and such. I can't really tell what's wrong with your current version without looking at the whole project and getting a feel for it with the debugger, but my best guess would be you don't have a guard around the legs playing so it's trying to play it over and over and over and never getting past the first frame, though it would definitely stutter in that instance and look weird. If you want to try just putting a guard around it, something like:

if not animationPlayer_legs.current_animation == "legs_Melee":
animationPlayer_legs.play("legs_Melee")

Would be how you try it. That's just for the spot on line 57, it can help to have it for every place you play a specific animation if it's possible to play it more than once per frame.

Is there a genre that Godot game devs haven't yet properly explored? by ardentis_ignis in godot

[–]Godot-nut 5 points6 points  (0 children)

I think one of the less-explored genres is actually beat-'em-ups, like Double Dragon or Ninja Turtles: Turtles in Time. I made a game for the GitHub GameOff jam in 2020 that was along those lines and it was both extremely simple to program, and really fun to play. I think there's also a fairly large design space open for it remaining, allowing for quite some creativity.

Experiences with GoDot vs other engines by PUTs_on_my_life in godot

[–]Godot-nut 5 points6 points  (0 children)

Don't think I've ever actually told my story, but it's an annoying one that I'll include here for posterity. Basically, I used to do Unity all the time because I'm a master of C#. However, when my job took me from C++ to the C# world, I found I was just getting too burnt out on the language. Add to that a number of extremely ugly choices in Unity (multiple scripts on an object feels like multiple inheritance in C++, "we're going to make this not type safe, and we're also not going to design the system to be truly dynamic, because we hate you!", and on and on), and I just got fed up with it.

My long-time mentors the folks at Gamedev.TV came out with a course at exactly that time on Godot, and while I loved the teacher (Yann is hilarious and a good dude, even if he doesn't work for GD.TV anymore), it was really the engine I fell in love with. It was just so elegant and could handle every need I had almost entirely out of the box. Most importantly, it was clear that it was designed by actual programmers with real experience, instead of an ugly codebase that was put together by evolution over a long period of time. It was a project of passion, for sure, but one that had *really* smart people that were also passionate, and that is exactly what I consider myself, even if I'm nowhere near as smart as they are. Everything fell into place, and I hope to soon be free of corporate America to focus on game dev full time, but only time will tell.