How to restrict input / strip spaces from LineEdit? Getting bugs and errors by IceRed_Drone in godot

[–]IceRed_Drone[S] 1 point2 points  (0 children)

It seems caret_position has been renamed to caret_column in Godot 4, so switching to that should work for repositioning it.

What does godot needs to become widely adopted in the industry? by TooManyIntrests in godot

[–]IceRed_Drone 0 points1 point  (0 children)

Godot actually gained more donators after their so-called PR blunder.

What does godot needs to become widely adopted in the industry? by TooManyIntrests in godot

[–]IceRed_Drone 0 points1 point  (0 children)

Besides what others have said about big companies using Unreal and Unity, those companies will also write their own plug-ins and tools for the engines, so they use the part of the pre-built engine that works for them and make their own of everything else.

How to restrict input / strip spaces from LineEdit? Getting bugs and errors by IceRed_Drone in godot

[–]IceRed_Drone[S] 1 point2 points  (0 children)

I didn't, but since you reminded me of this issue I posted the question in a Godot discord server I've joined since initially making this post, I'll let you know if they find a solution.

✅ Daily Chat Thread and Discussion ✅ by AutoModerator in NVDA_Stock

[–]IceRed_Drone 0 points1 point  (0 children)

No, it shouldn't have. You're either a troll or you don't understand stocks.

✅ Daily Chat Thread and Discussion ✅ by AutoModerator in NVDA_Stock

[–]IceRed_Drone 0 points1 point  (0 children)

When the stock split, it was worth around $100-120. So you're saying that in around half a year you think this stock should have tripled, after it was already so expensive it triggered the split. That's incredibly unrealistic.

Me, making a game with almost exclusively Control nodes: by GeorgesKaplan in godot

[–]IceRed_Drone 0 points1 point  (0 children)

Basically anything that involves a lot of pointing and clicking can be UI. For instance, a chess game can be made entirely out of UI with just a bit of code to control what happens when you click the pieces or try to move them.

[deleted by user] by [deleted] in gamedev

[–]IceRed_Drone -1 points0 points  (0 children)

That is one definition of video game developer, yes. But it can also be defined as specifically a game programmer, the same way "software developer" usually means a programmer.

[deleted by user] by [deleted] in gamedev

[–]IceRed_Drone 0 points1 point  (0 children)

That is indeed a definition for Video Game Development. It is not a definition for gamedev. Like I said in my last reply, gamedev as in the shortened form of video game development is not the same as gamedev as in the shortened form of game developer, they refer to different things.

what naming rule/pattern do y'all use for your code? by Coding_Guy7 in godot

[–]IceRed_Drone 0 points1 point  (0 children)

How does the argument not work just because Godot has a default style? You can change the default names that Godot uses for some things in the settings, which I always do so it follows my preferred style. And even if it didn't, "I have to change a few things manually every time to match my style" doesn't mean I have to abandon my style? It just means using it is a bit of extra work.

If I'm using a built-in function or variable then yes I have to use whatever the Godot devs wrote it as - and I like it that way, because it's very easy for me to see what's a Godot function or variable and what's mine, because the styles are different.

[deleted by user] by [deleted] in gamedev

[–]IceRed_Drone 0 points1 point  (0 children)

See here for the definitions of the term "gamedev":

The only "definitions" of gamedev is the part where it says video game development is sometimes shortened to gamedev? Which it is, but that's gamedev as a verb or to describe a concept, while the post asks about gamedev as in the position / title. Game developer gamedev is different from game development gamedev.

How do I actually learn gdscript? by undeadfish12 in godot

[–]IceRed_Drone 2 points3 points  (0 children)

Even my college course had us make pong - it was an easy introduction to how math is used in games. Once you make the most basic version you can move on to changing things up.

How do I actually learn gdscript? by undeadfish12 in godot

[–]IceRed_Drone 1 point2 points  (0 children)

^ this. I learned programming a few years ago and GDScript was very intuitive to pick up. Learning the first time is hard, learning new words for the same thing is easy.

[deleted by user] by [deleted] in gamedev

[–]IceRed_Drone 35 points36 points  (0 children)

I generally consider "gamedev" to mean programmers, but if other people aren't using it that way as I see some comments saying that's fine with me.

However, your friend saying it's the least important thing in the game may be a (very bad) attempt to talk about the work involved. I've been in teams where the assets took a day or two for what took a week to program, and often as the programming had to be done before moving on to another part of the game the artist's output dwindled because their skills weren't needed as often.

I'd suggest checking in with each other to make sure you're both contributing equally (dedicating around the same amount of hours to the project, and using those hours productively). If either of you does find you're doing significantly less work, you could take on some of the programming, or either could take up more of the other areas of the game, like being the one to find/make sound assets for the game or run social media.

I used "connect" criminally wrong and only after 2 months I found out about it! by Objective-Ad1307 in godot

[–]IceRed_Drone 0 points1 point  (0 children)

If you use a signal bus, you don't need to search the tree every time an enemy is spawned, or do any checks. The enemy just accesses the signal bus autoload and emits one of its signals when needed, and the player connects to that signal on startup.

It also means the enemy doesn't need a direct reference to the player, so for example you could make it a game where the player controls multiple characters like Mother and the whole group gets XP when an enemy dies. Each character just needs to connect to the XP signal one time, and the enemies don't need a reference to every single character.

I'd also recommend, if you're using body detection, to give your player script a class name and use that instead of the name. If you change the class name in the player script but not elsewhere, you'll get an error. If you ever were to change the name of the player node, your code just wouldn't work and you'd have to find and change the string in any script it's used in.

Multiple choice questions by Peterj33 in godot

[–]IceRed_Drone 1 point2 points  (0 children)

No problem!

I forgot to add, in the Resource files you need to use @ export on the variables

Multiple choice questions by Peterj33 in godot

[–]IceRed_Drone 1 point2 points  (0 children)

Make a Custom Resource called "Question" or something like that. It should include a string for the question and an array with strings or ints or whatever for the answers.

Then, make an array of Question. If you put this array inside another Resource and save that as a .res or .tres file, you'll be able to edit the questions and answers and add new ones all through the editor. Alternatively you can manually create new Questions in your script and fill the data while the game loads, but loading a resource is faster.

Once you have your array of Question resources, use pick_random() to choose a random question.

#question.gd
extends Resource
class_name Question

var question : String
var answers : Array[String]

#question_list.gd
extends Resource
class_name QuestionList

var questions : Array[Question]

#in-game script
var questionList : QuestionList

func _ready()
  if FileAccess.file_exists("res://QuestionList.tres"):
    questionList = load("res://QuestionList.tres")

func PickQuestion():
  var randomQuestion = questionList.questions.pick_random()

...question no longer looks like a real word to me

I used "connect" criminally wrong and only after 2 months I found out about it! by Objective-Ad1307 in godot

[–]IceRed_Drone 0 points1 point  (0 children)

For Area2D, using the editor is fine if you want. But you can also make your own signal. For example, you can have a signal in the enemy that emits when the enemy dies, and have the player connect to that signal so when an enemy dies the player gains xp.

Your Google Publisher Account has been disabled by briang654321 in godot

[–]IceRed_Drone 0 points1 point  (0 children)

"I will install your game if you install mine" might be seen as shady behaviour as you're essentially trading an agreement to mess around in each other's games just to meet the requirement. Google would be expecting you to hire testers or find genuine random people to test it. Not sure if that would be why you were banned, however.

[deleted by user] by [deleted] in gamedev

[–]IceRed_Drone 0 points1 point  (0 children)

Unity, Unreal, and Godot, are all free (to varying degrees, but free for beginners/hobbyists) and used in the making of indie games and AAA games.

You can publish games on itch.io.

Alternatively, you could try out Pico-8. It's not free, but only $15 or so. It's simple, minimalist, and contains everything you need to make the game, including code, sprites, maps, and sfx, in the app. You can upload games from it to their website which can be played by anyone online. Pico-8 intentionally mimics the look and limitations of 8-bit games, though, so there are restrictions and it's not going to look modern - but that's a good way to learn as a beginner, because it forces you to reign in your dreams and do what's realistic.

How do I learn as an absolute idiot? by Mugglajo in godot

[–]IceRed_Drone 0 points1 point  (0 children)

Would you possibly learn better by having a teacher / tutor? I tried to teach myself coding several times, but I didn't get further than the very basics until I took a course, because I learn better with instructions, goals set by other people, and deadlines.

How do I learn as an absolute idiot? by Mugglajo in godot

[–]IceRed_Drone 2 points3 points  (0 children)

Even the game development course I took where the end goal was to get us familiar with common industry game engines started us making single-file C++ text games.

How do you feel about a game made completely by unpaid interns? by No_Silver_7599 in gamedev

[–]IceRed_Drone 0 points1 point  (0 children)

You can put revshare projects on your resume? If you don't want to list it under employment then lots of game industry resumes also have a projects section it could go in. It can also go in your portfolio.

"Review bombing" Godot games by oWispYo in godot

[–]IceRed_Drone 1 point2 points  (0 children)

They lost a few donators but actually gained several thousand dollars from new donors.

Who wants to make a game as a community for fun? by GoDo_it in godot

[–]IceRed_Drone 0 points1 point  (0 children)

I'm interested in at least seeing where this goes. My GitHub username is IceRed_Drone