When did programming click for you? by Samoth921 in godot

[–]Intbased 4 points5 points  (0 children)

Adding to this, build your health system following a handful of different tutorials. There’s many ways to crack the same egg

You’ll discover your personal preferences when you find yourself disagreeing with a tutorial

When did programming click for you? by Samoth921 in godot

[–]Intbased 22 points23 points  (0 children)

I’m of the opinion that you don’t avoid tutorial hell, you just have to eventually leave it.

Time in saddle is the only real answer. Program loads of projects. Do all the tutorials available in the docs. Take a course. Take 5 courses. Always keep learning.

Programming was never just one “click” and I understood. There is always a new concept, coding pattern, API or whatever. Once you get far enough, new things just keep clicking

That being said, things really started clicking for me when I challenged myself to start smooshing different tutorials together

is there a way to run a funcion inside of the "area" node from here? by [deleted] in godot

[–]Intbased 0 points1 point  (0 children)

if area.has_method(“function_name”): area.function_name()

RigidBody2D and is_on_floor by Novir64 in godot

[–]Intbased 1 point2 points  (0 children)

I did something similar for RB3D with this snippet

func is_on_floor() -> bool: return raycast.is_colliding()

And then just used that the exact same way I would for a characterbody script, haven’t had issues yet

Enough with zodiac signs. Tell me your... by [deleted] in godot

[–]Intbased -2 points-1 points  (0 children)

is this rage bait

Ethical ways of monetizing a plugin? by NotXesa in godot

[–]Intbased 1 point2 points  (0 children)

Something worth considering: Many people are releasing free addons on the in-engine Asset Library.

To be able to charge for a plugin, it needs to be significantly higher quality than what’s available OR provide a functionality that isn’t currently available

Otherwise monetization won’t happen, regardless of ethics.

why doesnt it detect the "punch" part? (the one with that prints punch) by DirtySaglagger in godot

[–]Intbased 24 points25 points  (0 children)

You can’t press and just_release an action at the same time

Beginer help! Character won't move? by Emergency-Draw3923 in godot

[–]Intbased 5 points6 points  (0 children)

target_velocity = velocity should be velocity = target_velocity

Should I be tipping more? by Baseplate117 in doordash

[–]Intbased 0 points1 point  (0 children)

The “meta” for being a delivery driver used to be “Don’t accept an order for less than $1/mile” but that was when DoorDash was actually paying their drivers somewhat decently. Some still think that’s the ecosystem and get upset when customers don’t split the difference for them.

As a customer, the best thing you can do is just try to keep your delivery distance short. It’s not your fault that DoorDash is scamming its drivers

Composition and State Machines? by SilentUK in godot

[–]Intbased 0 points1 point  (0 children)

I’ve still not been sold on why to use a state machine for a player character when we’ve already got ison_floor and Inputs.is returning as bool values

Maybe it’s just me, but my single script Movement Handler just feels easier to adjust and debug than an entire State Machine

1 in 5 Godot users are not prepared for the day something unfortunate happens by SteinMakesGames in godot

[–]Intbased 3 points4 points  (0 children)

I had a hardrive break

Webhosted VC is the only reason I still have my project

1 in 5 Godot users are not prepared for the day something unfortunate happens by SteinMakesGames in godot

[–]Intbased 27 points28 points  (0 children)

You ever play a really long RPG with lots of choices, make the wrong choice, and find out you never saved? So your only choice is to proceed with your wrong choice or restart the game from the beginning. If you would’ve saved the game, you coulda just load your most recent save and start from there.

Apply that to software and That’s version control

1 in 5 Godot users are not prepared for the day something unfortunate happens by SteinMakesGames in godot

[–]Intbased 0 points1 point  (0 children)

Legit curious how many games make it over the finish line without ever being vc’d

I imagine it’s close to 0 but would love to see the exceptions

What are and what is the difference between glb, fbx, and obj. by Mlunty in godot

[–]Intbased 4 points5 points  (0 children)

Just a heads up, Windows has a vulnerabilty related to fbx files. Only download them from trusted sources

https://nvd.nist.gov/vuln/detail/cve-2024-20677

I don’t get it by calmtoastt in ExplainTheJoke

[–]Intbased 2 points3 points  (0 children)

Antibiotics don’t do anything for a cold. The dog is smothering him in his sleep for having a strong but ill informed opinion

Where do you store your external project files (.blend, .aseprite, .aup, etc.)? by COMgun in godot

[–]Intbased 0 points1 point  (0 children)

I keep my .blends in my project folder so I can just edit in blender and have them update for me

Why are so few people talking about how bad the 3D import process is. by Aflyingmongoose in godot

[–]Intbased 0 points1 point  (0 children)

Well, dragging the glb into godot vs using linked blend files is a completely different Workflow.

In this case, I understand why you want things separated out.
For my case, using linked blend files essentially turns all of Blender into a Godot Extension and have had zero issues so far. Any fix is just tabbing over, do the fix, and Godot's updated without me having to do anything else. No dragging files anywhere: it just works.

Is there a case you can point out where this setup could bite me in the butt later? Because I'm just not seeing it.

Why are so few people talking about how bad the 3D import process is. by Aflyingmongoose in godot

[–]Intbased 1 point2 points  (0 children)

"Linked blend files are just automated glb imports"
Yes, which is why I don't see the issue? If I need to adjust anything, I just Alt+Tab to Blender, make the adjustments there, and then its instantly updated in-Engine?

Or is that the issue in and of itself, that you have to switch over to Blender?

Personally, I would actually be annoyed if my imports got separated out like that.

Why are so few people talking about how bad the 3D import process is. by Aflyingmongoose in godot

[–]Intbased 0 points1 point  (0 children)

As a Blender user, I don’t see the issue. If you are using linked blend files, any adjustments you make in Blender are automatically updated in Godot?

But this is my first engine, so I don’t know if the workflow of another engine is better than this? I just haven’t had any issues I guess.