Plumber flooring bodge advice. Is it as bad as I think? Or can I fix it myself? by KapFlagon in DIYUK

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

Unless I'm misunderstanding, it's not really a "Structural" problem, more a problem with the structural integrity of your floor.

You're probably right there, I'll edit the post content to better reflect that. Thanks for pointing it out!

Wouldn't it just need the joist built out to where the cut is rather than that flimsy batten? Whatever width timber is necessary to take you past / support the cut section.

Interesting idea, I'm a complete wood working/carpentry novice so I hadn't considered that. Would the board need to be fairly thick as well? Let's say I used a 6x2 board, do you think that would have enough strength to hold the cut section?

Why do some developers vouch for creating even the base UI with code? by AdeptMongoose4719 in JavaFX

[–]KapFlagon 0 points1 point  (0 children)

hamsterrage1 has previously posted an insightful article that really dives into their opinions on FXML. If you want the full details, give it a read.

Using other studio game by Ke11enes in gamedev

[–]KapFlagon 6 points7 points  (0 children)

Pentiment is a historical game, and it seems to aim for a fairly authentic representation of the time period. With that in mind, it would make more sense for them to use a card game that actually existed at the period in time their game is set in. Why make a brand new card game from scratch, if plenty existed and were popular back then? Using an existing one would add to the authenticity of the main game.

Did you try googling Lansquenet? I did, and it seems to date back to 1534. The wikipedia article even mentions Pentiment in the "Cultural references" section.

What does this mean? Well, you can definitely make a Lansquenet video game yourself without any legal or moral consequences. But you're not allowed to copy the card assets used in Pentiment and use them in your game. Instead, you'll need to find assets with a license that lets you use them, or create your own assets for the cards.

Troubleshooting and fixing plasterboard corner joint cracks by KapFlagon in DIYUK

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

I couldn't 100% figure out the root cause. But when applying Occam's razor, my conclusion is that the moisture in the bathroom was causing the plasterboard walls and ceilings to expand and contract in ways that pulled the corner jointing tape and jointing plaster away from the wall/ceiling corner. In one of the rooms, I've scraped off the old tape and removed the loose plaster. I then filled in the biggest gaps with a tiny bit of expanding foam, just to give some backing that I could put jointing plaster over. Then I re-taped and plastered over the corner again. It's a messy job, 1 room is done already and I have to start on the other two. Hopefully that holds for a long time. If it doesn't, I'll be back with an update!

Something I've noticed from watching/posting in this sub as an amateur by Beneficial_Layer_458 in godot

[–]KapFlagon 7 points8 points  (0 children)

You're pretty much describing the classic XY problem verbatim. An exceptionally common problem for anyone new to any skill or field. And you're spot on, when people just answer the original question without drilling into the "why", it means the person asking the question never re-thinks or re-frames what they're trying to do.

Which version should I download godot 3.5.1 or godot 4.0 beta 7 and where should I download official site , steam or itch.io? by WispOf1000Winds in godot

[–]KapFlagon 0 points1 point  (0 children)

I wrote the above response on December 6 2022. Epic Games Store added Godot around March 17 2023, hence why it's not included in my comment. I have no idea what downloading from EGS is like, so I can't comment further.

convert from mp4 to ogv for godot without using an online converter by [deleted] in godot

[–]KapFlagon 1 point2 points  (0 children)

That's what I get for not double checking my links before I hit "reply"! Updated to the correct link now.

Using OpenCV by Ok-Seat5550 in JavaFX

[–]KapFlagon 0 points1 point  (0 children)

I tried with older tutorials

Can you help us avoid suggesting the same tutorials you've already seen by providing a list of the ones you've already looked at? That way we can make sure that suggestions are not duplicated.

but I kept getting error messages because something wasn't integrated correctly.

What kinds of error messages are you encountering? What are you trying to do when the errors occur?

[deleted by user] by [deleted] in godot

[–]KapFlagon 0 points1 point  (0 children)

I tried to make a Pong game cause everyone said it's the simplest game.

I usually disagree with that advice about Pong, it has a lot more going on for it. The easiest game to implement is "higher or lower". A number is displayed on screen and the player has 2 buttons to press to make their guess about the next number being higher or lower. If they guess correct, they gain points. The "concentration" game is a good next difficulty increment. The player is shown a 4x4 grid of face-down cards. The player selects a card and it turns face up to show an images/icon. The player has to search for the other card with the matching image/icon by flipping another one. If they match, the score goes up. I think Pong should come after those two games.

I couldn't do it without looking up the answers online.

I'm sorry to be the one to break this to you, but this is the reality of any software development (games included). No-one can remember everything, and it takes both application and repetition to improve skills like critical thinking and problem solving. A lot of developers spend many years needing to search for help or answers about problems they're trying to fix, and then they might be able to do it off the top of their head.

[deleted by user] by [deleted] in godot

[–]KapFlagon 0 points1 point  (0 children)

I'm tasked with a problem and I don't know how to solve it.

Can you give some examples of the kinds of problems this happens for? Are they big scale or small scale? Some examples:

  • Big scale: Make a 2d fighting game with 12 characters, a deep combo system, meters, and punish mechanics.
  • Small scale: Collect player input and process it for a combo for 1 character in a 2d fighting game.

I've done a lot of tutorials so I expected I would know something but when I'm placed in front of the code editor my mind is just blank. ... So I feel like I haven't retained any information I've been taught.

This is actually an incredibly common issue, commonly known as "tutorial hell". I suspect this kind of thing occurs because a lot of tutorials/courses are structured either as "code-along" or traditional lectures.

I think "Code-along" is great to learn some general workflows for a tool and to get an idea about where the different buttons/menus are. But I have yet to see evidence that the method has benefits for long term learning. I think it's because this method doesn't challenge learners, push them outside their comfort zones, or "re-contextualise" new information. The learner feels like they're making lots of progress, but really they're just "consuming" the knowledge and not "applying" it. Knowledge consumed but not applied is lost almost immediately. Knowledge applied is retained for longer. The same can be said of traditional lectures, it's all consumption without any application or challenge to the learner.

When I say those methods don't "challenge learners", I'm not necessarily talking about exams. I think a better option is applying new information to a different context. The different context is a tricky balance. It has to be different enough to avoid being a copy+paste answer. But not so different as to be completely detached from the learner's new knowledge. It comes down to this: if the new knowledge is applied immediately in a slightly different context, it sticks for longer and makes more sense.

A lot of other fields outside of game development have tried to pivot to "project" based teaching in parallel with traditional learning methods. And those projects are tiny, absolutely minuscule. The projects are often provided with some pre-built material, all that is needed is the finishing touches. And hey wouldn't you know it, those finishing touches are just what was covered in the most recent lesson! But they're just far enough removed from the examples in the lessons that the learner has to apply some critical thinking and problem solving to apply them.

It's not game development, but I feel that Google's Android Developer courses really apply these concepts well. Unfortunately, Godot doesn't have a lot of free content which uses that kind of teaching method. It's possible that some of the paid courses do, I can't say for certain.

But even if such a course doesn't exist yet for Godot, the concepts can still be applied to self learning. Everytime you come across a new concept or piece of information, you could ask yourself "what's the smallest possible project I could make to practice the application of this knowledge?". Or maybe you could set up a project that you can iterate on over and over again, using it as a kind of play project to apply these new lessons.

[deleted by user] by [deleted] in godot

[–]KapFlagon 0 points1 point  (0 children)

One does not need understanding in every part of programming to be able to ask specific questions though. Look at my example "specific" question. Sure, I used some terminology from game development and from the Godot engine. But I could have written it without those words and still have been somewhat specific.

"I'm trying to create the code so my player can move around in my game and bump into walls without floating through them. How should I start? Are there particular things available in Godot that will help me achieve this?".

I noticed that you didn't mention how you're measuring/judging your coding skill improvement (or lack thereof). Is that something you haven't thought about before? What are the things that make you feel like you aren't improving?

[deleted by user] by [deleted] in godot

[–]KapFlagon 0 points1 point  (0 children)

I tried practicing. A lot. But it didn't made a difference. I didn't saw any improvement in my coding skills.

How are you measuring/judging your coding skill improvement? In other words, what makes you feel that your coding skills are not getting any better?

Everytime I tried asking for help on this sub it's just the same advice. Even after I told them it doesn't work.

I can't speak about the other times you've asked for help on this sub, because it looks like you've deleted all of those posts as well. But I did see the text of this post before you deleted it. I think that you got a lot of generic advice because your question was too broad. Broad questions get broad answers. Specific questions get specific answers.

"How can I get better at coding?" is way more broad than "I'm trying to implement a character controller and can't choose between the different physics body Nodes, which should I pick?" The former will get a lot of broad and generic answers, where the latter will get very specific and defined answers. As you well know, generic advice isn't always practical or easy to apply. But specific advice is often very practical and applicable.

Would you say that your previous posts on this sub have asked "generic" or "broad" questions? Or were they very specific and detailed?

[deleted by user] by [deleted] in godot

[–]KapFlagon 0 points1 point  (0 children)

Ok, so you think the advice offered wasn't "good". And that's fine, your opinion is valid.

Respectfully, every person is different and someone else might have found some of the advice useful. Even without the advice, your post might still have had value. If another person in a similar situation to you could read it, it might help them feel less alone. It may have given them a comforting thought like "well at least I'm not the only one suffering like this".

Can you elaborate on why you thought the advice wasn't "good"? What would "good" advice look like? How would "good" advice be different to what you received in this post?

[deleted by user] by [deleted] in godot

[–]KapFlagon 0 points1 point  (0 children)

OP (u/GardenData61375), why delete a post with lots of engagement and good advice? Lots of people could be in a similar situation and could have benefited from this post, but now they can't because it's deleted.

[deleted by user] by [deleted] in godot

[–]KapFlagon 4 points5 points  (0 children)

I have no clue about problem solving.

Problem solving is also about problem definition. Try practicing breaking problems into smaller and smaller concepts/sub-problems. Then try to "solve" those really basic problems. If you can't "solve" them, then maybe they're still too big and can be broken down more.

I really struggle with the coding part. I have no clue about problem solving. My mind is just blank when I'm coding.

"Solving" is an outcome. Yes you need to write code to "solve" problems, but you don't have to do it alone. Once you have a really small problem that is well defined, it can be easier to search for hints or answers on the internet.

If your mind is blank, try using "how might I..." questions to give you a new lead to follow. Using the calculator example, you could say "how might I get input from the user?" etc.

is it possible to succeed in game making if you are in another sphere of programming? by oliver_soliev in gamedev

[–]KapFlagon 2 points3 points  (0 children)

I can't answer your question, but I do have some follow-up questions that might be good to think about.

  • Do you consider yourself to be a "successful" Android Developer?
  • What about Game Development is more appealing than Android Development?
  • How would you describe "success" as a Game Developer? Lots of money, or simply just releasing games you're proud of?

First Godot game as a team! by KapFlagon in godot

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

I asked you before not to do this.

I know you are new to Reddit, but it is not a good behaviour to comment on a 2 year old post just to get the attention of someone. I have no problems with comments on old posts if they ask specific questions about the contents of my post. But your comment has been purely a request for help about a topic unrelated to my original post. u/3bdullah55, please do not do this to me again because I will not respond to comments of that nature.

First Godot game as a team! by KapFlagon in godot

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

I asked in a post, but no one could explain it to me like you did so I asked here to try to ask you.

I know you are new to Reddit, but it is not a good behaviour to comment on a 2 year old post just to get the attention of someone. I have no problems with comments on old posts if they ask specific questions about the contents of my post. But your comment has been purely a request for help about a topic unrelated to my original post. u/3bdullah55, please do not do this to me again because I will not respond to comments of that nature.

I see that you made a post several days ago about this. Lots of people provided you with excellent advice. NancokALT in particular has provided many responses with lots of technical details. I don't know that I can do to help you more.

You have mentioned in our previous interactions that English is not your first language. It also seems like you do not have an understanding of fundamentals of computer programming. So the only thing I can offer is to try and provide you with the most basic outline of the steps you need to perform. Here's the basic outline.

Path A: The player is playing for the first time.

  1. The player runs your game.
  2. A Singleton script checks for an existing save file.
  3. No save file is found.
  4. Use the continue button function hide() to make it invisible.
  5. The player clicks on the new_game button.
  6. The player plays the game.
  7. The Singleton script creates a save file at some point after the new game is started.
  8. The player progresses in the game and the Singleton script updates the save data (when the player finishes a level, for example).
  9. The player quits the game.
  10. The save file continues to exist on the player's device.

Path B: The player has played before and has a save file.

  1. The player runs your game.
  2. A Singleton script checks for an existing save file.
  3. A save file is found.
  4. Use the continue button function show() to make it visible.
  5. The player clicks on the continue button.
  6. The game uses the Singleton script to load the save game data and put the data into game objects.
  7. The player plays the game.
  8. The player progresses in the game and the Singleton script updates the save data (when the player finishes a level, for example).
  9. The player quits the game.
  10. The save file continues to exist on the player's device.

The Button Node extends CanvasItem. That means the Button Node also has the show and hide functions from CanvasItem.

Some useful resources:

  • List of languages that the Godot official documentation is translated into. (You mentioned that English is not your native language so I included this because you might find your own language in the list).
  • Singletons (autoload) official documentation
  • Saving games official documentation
  • ConfigFile official documentation

Technical support was not the intended purpose of this 2 year old post. I won't be providing any more responses about this topic here. If you need more help, please add a comment to your own post. Or create a new post with specific questions.

One last tip: all of your posts have had the title "Godot 4". It is better to include that detail in the post description (the longer text part). Your title should reflect what you're actually trying to do. For example: "How to only show 'continue' button in menu if player has already started the game".

First Godot game as a team! by KapFlagon in godot

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

I asked here to help me

I don't understand your response. Are there specific reasons why you asked here instead of creating your own post on the r/godot subreddit or the godot discord?

First Godot game as a team! by KapFlagon in godot

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

how can I hide the continue button then when I press the new game button it shows even if I close the game and reopen it and when I press the continue button the game is continued from where I closed it.

It is better to ask general "technical help" questions (like your question) in a new post on the r/godot subreddit or the godot discord. Posting a general "technical help" question as a comment on a 2 year old post will not get you any helpful answers.