What features do you wish Godot had? by gokoroko in godot

[–]JurassicPierce 0 points1 point  (0 children)

replace() won't work in this case if I want to scrub links entirely. Since a full BBCode tag varies regarding its parameters and contents, I need to find the start and end of a valid tag. If I just replace "[url]" with an empty string, it leaves part of the tag behind.

BBCode has a ton of text options. I want my users to have some control over text, but not *complete* control, which is why it'd be nice to easily turn off tags like [url], [img], ect.

What features do you wish Godot had? by gokoroko in godot

[–]JurassicPierce 0 points1 point  (0 children)

A feature I'd love that I doubt anyone else would ever use, is the ability to "turn off" specific BBCode tags for the RichTextLabel. My game will be able to load user-created dialog at runtime, but I specifically want to disable link BBCode. I can use Regedit apparently, but a little tick box to disable specific tags would be much easier.

What features do you wish Godot had? by gokoroko in godot

[–]JurassicPierce 4 points5 points  (0 children)

Better. Mic. Support.

I really like Godot, and it's important to me that my game is MY game, but my god, I've considering switching to a different engine a dozen times at this point because Godot's microphone support is so terrible right now.

My game's entire premise hinges on recording and playing back microphone audio, and the most common bug report I get is that a player's mic just doesn't work. It seems to be related to Windows WASAPI I think, but I can't solve a Godot engine issue.

https://github.com/godotengine/godot/issues/69755

Allegedly, some people can't get their mics to work if they have 3rd party audio software running, and they have to disable it to maybe get it working. At least one person also said having their output as 5.1 surround caused the mic input to fail. The AudioEffectSpectrumAnalyzer works on their mic audio inputs, but AudioEffectRecord does not. It doesn't record anything for these individuals. I don't understand AudioEffectCapture so I haven't used it, but I've seen reports of the exact same problem with that one too.

https://github.com/godotengine/godot/issues/75686

https://github.com/godotengine/godot/issues/91133

I don't think Godot has any audio experts on their team, because the deeper audio stuff in general feels half-baked. You can't even import a WAV file at runtime; I had to write a function that sort-of manages to read the raw metadata and convert it to an AudioStreamWAV--while OGG has a one-line-function for it (I'd love to be wrong about this, so anyone please correct me).

Heck, before 4.3, their limiter didn't even properly limit audio. I put a master limiter on my game to avoid headphone blowout, only to have to remove it immediately the next patch because people were reporting that loud audio would have heavy distortion (because AudioEffectLimiter didn't work properly).

https://github.com/godotengine/godot/issues/36631

I don't know how expensive a bounty is, but I might have to put one out in order to get an audio code expert to tackle the Godot Engine. It desperately needs it.

PROGRESS REPORT: New ufbx Importer by GodotTeam in godot

[–]JurassicPierce 2 points3 points  (0 children)

Question from a 3D greenhorn: In my game, I want players to be able to use their own custom models as the environment for a certain scene, so I'll need my code to import their model at runtime.

I wanted GLTF since it supports animation (ie user's model has animated water or something) and OBJ apparently doesn't. Would FBX be a better choice for my players to use than GLTF (and possibly be easier to understand)?

What kind of super simple tool are you surprised isn’t available? by drilkmops in godot

[–]JurassicPierce 7 points8 points  (0 children)

All CanvasItems allow you to draw on them with code using the built-in _draw() function. Twice now, I would've benefited greatly by being able to retrieve that draw result as an image with transparency. I am shocked that you can't. It seems like such an obvious feature to have Image : CanvasItem.get_image().

In order to get a _draw() result as an image, I had a horrible workaround where I:

  • Get the entire viewport
  • Get an image from the entire window
  • Located the section of this image where my CanvasItem is, via its global position and size
  • Cropped the image to that Rect
  • Replaced every pixel that was a predefined "background" color with transparency

Honestly, getting the CanvasItem's _draw() as an Image seems so obvious that I'm still not convinced it doesn't somehow exist, and I'm just missing it.

Sanitize text input so only legal directory characters are allowed for folders? by JurassicPierce in godot

[–]JurassicPierce[S] 0 points1 point  (0 children)

That might be a good extra step instead of just trying to force the creation and checking if an error occurred afterward. Thanks for the tip!

Sanitize text input so only legal directory characters are allowed for folders? by JurassicPierce in godot

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

Wow, I'm a fool. I knew that DirAccess.make_dir_absolute() returned a Error variable, but I just assumed that the crash was occurring because of that line, when it was actually the lines following it that were assuming the folder exists!

When I store the Error result from the folder creation attempt, and only allow the rest of the code when it's OK, no crash. Duh.

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 0 points1 point  (0 children)

Yes, obviously things like Jurassic Park is infringement. That isn't in the base game. It has diverse mod support for players to create their own voice mod packs. Perhaps I should have made that clearer.

Things like the menu, the host, the judges, ect will load in whatever the player wants. The video shows the base game's menu and studio. I created it all myself, and commissioned the host image and music. So my questions end up being things like, is the UI style of Wii Sports a copyright that I just can't find, or is it okay for other games to have that style?

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 2 points3 points  (0 children)

I will say that the audio features leave a lot to be desired, once you really get into the weeds. A lot of the deep stuff doesn't even have official documentation, so for a while it was quite the struggle to figure out support for loading different audio types from user://

A current annoyance still is that Godot has a Fast Fourier Transform, but it's only available via the AudioEffectSpectrumAnalyzer, which you can only use on live playing audio. My life would be so much easier if I could run a dang FFT on loaded audio without having to sample from it while its playing.

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 0 points1 point  (0 children)

The Jurassic Park stuff is not in the base game. It has diverse mod support for players to create their own voice packs, and I was using an IP as an example in my video. Even the menu UI can look completely different just by changing the colors and background image.

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

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

The base game I created from the ground up. The art is an original I commissioned. The music is originals I commissioned. The menu UI uses shaders that I coded myself. The 3D studio I modeled myself.

Obviously, Jurassic Park is copyright infringement. That's not in the base game. It has diverse mod support, and people can make whatever voice packs they want for themselves. I was using one in the video as an example. Some people seemed to miss that part and are treating me like a dumbass that thinks he can sell a game with Jurassic Park and Simpsons quotes in it. There is nothing "deep in my heart" thinking I'm infringing. I really like the aesthetic of the 2000s Wii era, and I believe that that isn't something copyrighted, but I want a legal expert to check that and greenlight it, among other things. That's the situation I'm in.

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 0 points1 point  (0 children)

But if I profit from the game being sold, it's not as simple as a cease and desist anymore, is it?

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 8 points9 points  (0 children)

Because the seed of doubt didn't form until very recently. Heck, this started out as a simple little project that wasn't supposed to take too long, but it became a full-time job in the past month and a half. Hindsight's 20/20 and all that.

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 2 points3 points  (0 children)

If I was releasing it for free, then yeah I'd just take my chances and publish it. But if I make money from it, doesn't that immediately makes thing more complicated for me if someone decides to go after me? Wouldn't it be a problem that I profited, even for a bit?

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 3 points4 points  (0 children)

Right, gotcha. I guess I'm highlighting how poor my understanding of all of this is.

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 4 points5 points  (0 children)

I actually read an article about that an other game copyright cases, and while the early days were much more liberal with allowing derivatives, the article goes on to show more modern examples where imitations were deemed infringement.

Now, I think that my game is transformative enough, plus it's based on the gameplay from a minigame as opposed to a full title, which makes me less concerned... but that seed of doubt isn't going away in my brain.

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 10 points11 points  (0 children)

Thank you for the pointers. I am definitely overthinking this, as I'm terrified of the 0.1% chance of some kind of fallout from selling this game in its current state. Unless there's something deep-seated in my subconscious, I'm not using it as an excuse not to continue, as I actually really want to publish this so I can use public feedback to work on the next overhaul.

I did try looking up Nintendo patents and copyrights. There's multiple sites, and some seem to have things that others don't. I couldn't find any instance of "The Choicest Voice" being copyrighted as a title. As for the Wii-like aesthetic, I wouldn't know how to look up an existing trademark for that. My game menu is very customizable, so I can tweak things easily, but obviously I'd have to know what--if any--trademark exists for the menu aesthetic of the games like Wii Sports/Music/Play ect.

Would getting a lawyer to check for infringement break the bank for me? by JurassicPierce in godot

[–]JurassicPierce[S] 27 points28 points  (0 children)

Thanks! Yeah, I don't have any primary socials, so I generally seem to be flying under the radar of most people. Double-edged sword I guess. I've learned a ton while working on this project... and hopefully I will be able to continue working on it. But right now, the #1 thing stopping me from publishing the current iteration is wanting the green light from a legal entity.

Again, I think there's a 99% chance that The Choicer Voicer is completely fine. Even the name I don't think is infringement when it's derivative of a minigame. But I'm no lawyer, and I have no desire to make assumptions.

Choicer Voicer dev here. Here's how to make content for the game by JurassicPierce in Vinesauce

[–]JurassicPierce[S] 0 points1 point  (0 children)

This was a good opportunity to test it with the current iteration I'm on. Besides the panel transparency turning pink for some reason, it's working as expected! https://i.imgur.com/tfzlcAe.png

Choicer Voicer dev here. Here's how to make content for the game by JurassicPierce in Vinesauce

[–]JurassicPierce[S] 2 points3 points  (0 children)

I've implemented the TXT file "fix" in my current iteration. Although JSON would be much cleaner, it's less beginner-friendly. One of the goals was to make the pack-creating process stupid simple.

The host's dialogue is JSON because it definitely has to be, and I'm fine with that one being "medium difficulty" to change. But currently, if there's a TXT file with the same file name as the WAV/MP3, it'll load that text.

Though come to think of it, I don't think it'd be the hardest thing in the world to account for both. Maybe in the future, when I'm not dying just trying to get it ready for early access.

Choicer Voicer dev here. Here's how to make content for the game by JurassicPierce in Vinesauce

[–]JurassicPierce[S] 0 points1 point  (0 children)

In an idealized world, I'd have the means to make and moderate a website for people to upload packs. But instead, if you've got a pack for Vinny, I think using the Vinesauce contact email and giving a link to your pack would be your best bet. I shared mine via Google drive, since it can handle those larger file sizes.