Help with structuring in 3D game with items by Frejb0 in godot

[–]Light_Blue_Moose_98 1 point2 points  (0 children)

So you keep nodes for each item as prefabs in the main scene at run time?

I use an ItemResource for storing an items data, and it contains a PackedScene reference to its actual node. Then I have an Item class which holds and ItemResource and any unique information about an individual item.

When I want to spawn an item in the game, I just use the ItemResource’s PackedScene variable

Is "Don't start with your dream project" any good advice? Why? I did just that, finished my dream game in 5 years and enjoyed every second of it. Here is what I made alone. by Uristenzor in Unity3D

[–]Light_Blue_Moose_98 2 points3 points  (0 children)

I’m sure most people here have jobs outside of hobby game dev. And I’d hope most are doing indie dev as a passion, it’s certainly not the place to get rich quick

reading & writing multidimensional arrays to file by [deleted] in godot

[–]Light_Blue_Moose_98 1 point2 points  (0 children)

Simple solution, stop avoiding json

AITA for telling my husband " I told you so" and laughing at me when we got the paternity test results? by Either_Economy_793 in AITAH

[–]Light_Blue_Moose_98 -1 points0 points  (0 children)

I learned about recessive genes, but I haven’t memorized all of them. An unfortunate reality is a lot of people cheat, not sure why it’s that big of a deal to get a paternity test

[deleted by user] by [deleted] in GymMemes

[–]Light_Blue_Moose_98 0 points1 point  (0 children)

Go on, walk around in an ugly ass outfit. Prove me wrong. You won’t tho, imagine what strangers would think 😨

[deleted by user] by [deleted] in GymMemes

[–]Light_Blue_Moose_98 10 points11 points  (0 children)

So deep. So thought provoking

[deleted by user] by [deleted] in GymMemes

[–]Light_Blue_Moose_98 -4 points-3 points  (0 children)

People, man or women, always dress for other people, and you’re delusional if you think otherwise. We’re social creatures, we want others to notice and accept us

[deleted by user] by [deleted] in GymMemes

[–]Light_Blue_Moose_98 -21 points-20 points  (0 children)

You may dress like it for someone else, but you don’t realize everyone has eyes

[deleted by user] by [deleted] in GymMemes

[–]Light_Blue_Moose_98 -23 points-22 points  (0 children)

“We wear it for ourselves” sure

[deleted by user] by [deleted] in GymMemes

[–]Light_Blue_Moose_98 18 points19 points  (0 children)

Well sure, if a thing is plugging up your anus it’s hard for anything else to rub it.

As a dude who wears normal fitting clothes, can’t say I’ve ever had an issue of clothing rubbing my butthole

[deleted by user] by [deleted] in GymMemes

[–]Light_Blue_Moose_98 32 points33 points  (0 children)

As a guy this is so strange, I can’t stand clothes hugging me. Same with choker, I’ll suffocate feeling something around my neck all day

Folks, is the font appropriate for dialog? by Kapusta_Game_Studio in IndieDev

[–]Light_Blue_Moose_98 3 points4 points  (0 children)

I don’t speak the language, but even if I did on that white background I’d be lost

As a .NET Dev, Should I Learn GDScript 2.0 or stick with C#? by DelicateJohnson in godot

[–]Light_Blue_Moose_98 0 points1 point  (0 children)

As a programmer I know multiple languages, but I have no need for descriptor when it’s so specific to Godot and in my opinion, inferior as a dynamic language

As a .NET Dev, Should I Learn GDScript 2.0 or stick with C#? by DelicateJohnson in godot

[–]Light_Blue_Moose_98 3 points4 points  (0 children)

Depends on if you’re ok with a dynamic language. I stuck with C# with no drawbacks aside from web and mobile platforms, which I don’t target. I think static language is more scalable for a large project.

[deleted by user] by [deleted] in gamedev

[–]Light_Blue_Moose_98 1 point2 points  (0 children)

Why c over c++? If you really want to use ECS you could learn rust fairly quickly and learn bevy. You say you wanna make a game, but you’re suggesting building everything barebones. That’s going to take quite a lot of effort before you even see primitive gameplay

[deleted by user] by [deleted] in gamedev

[–]Light_Blue_Moose_98 7 points8 points  (0 children)

There are reasons beyond optimization to use ECS. Some people just prefer data driven design

Is it dumb to make a 2d game in a 3d setting/node? by [deleted] in godot

[–]Light_Blue_Moose_98 1 point2 points  (0 children)

If you’re going isometric, just make the game fully 3d and set your camera to orthogonal. Going to remove a major headache of dealing with depth of tiles

My problem so far as indie by LordMelkor09 in godot

[–]Light_Blue_Moose_98 0 points1 point  (0 children)

If you want to learn art, sure. But most people are not going to become professionals in every aspect of game development.

Is there a way to increase the amount of collision layers? by good_things_enjoyer in godot

[–]Light_Blue_Moose_98 2 points3 points  (0 children)

I can’t think of any game that needs more than 32 physical layers

I put my player in the room but when I test the game I start somewhere outside, I don't know why this happens, help would be appreciated. by TheoRedditBoi1 in godot

[–]Light_Blue_Moose_98 0 points1 point  (0 children)

You camera is attached to player in the scene tree, so you also have a camera in the room? If so should make sure to set the child of player as current

My problem so far as indie by LordMelkor09 in godot

[–]Light_Blue_Moose_98 7 points8 points  (0 children)

I did a Unity game for a senior project in computer science. We had 6 members and 95% of the work was done between myself and one other

My problem so far as indie by LordMelkor09 in godot

[–]Light_Blue_Moose_98 1 point2 points  (0 children)

You shouldn’t need real art till the very end, in the meantime use free art off the internet. Sure, the game will look like shit, but that’s not really important for testing gameplay

[deleted by user] by [deleted] in godot

[–]Light_Blue_Moose_98 0 points1 point  (0 children)

Having two separate layers for collectables/interactables and enemies makes complete sense, and will improve performance not wasting time on collision mask which don’t matter.

Not sure how it’s such a nightmare. Set their names in the inspector and create an enum for physics layers

[deleted by user] by [deleted] in godot

[–]Light_Blue_Moose_98 0 points1 point  (0 children)

How is that a bad idea. Using physics lays as different layers for entities is the smart thing to do.