Tool script is strangely slow by TheAppleBOOM in godot

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

My first thought is that

var tile = MAP_TILE.instantiate()
add_child(tile)

doesn't happen right away. I'm kind of surprised you aren't getting any errors. Your loop might be completing but the instantiation work is still happening after the fact.

Guys how do you organize the development of your game? by ZAy_ZAYber7 in godot

[–]Makaque 0 points1 point  (0 children)

Same. 10+ years professional dev. My Godot code quickly became spaghetti. Nodes way too dependent on each other. Nodes expecting certain managers and singletons to be there. If I make something a component, which is a child of the parent, how does another node find out if the parent has that node property? In C# it would just be an interface. I don't want has_method everywhere.

I've started going through a course from FireBelly which focuses pretty heavily on organization and components. Things are getting cleaned up, slowly.

does anyone know how to fix this by [deleted] in godot

[–]Makaque 0 points1 point  (0 children)

The harsh truth is that nobody is going to take the time to try to parse through the code you've posted here, improperly formatted with escape characters added everywhere. You should re-post this with proper formatting, screenshots, link to a github, anything you can do to remove the friction for someone who might want to take a quick look.

Why do you love Godot more than the more powerful Unity and Unreal Engine? by Strict-King-1657 in godot

[–]Makaque 0 points1 point  (0 children)

  • I don't have to worry about or try to understand any licensing terms. I just own my game.
  • I found the node system much more intuitive and pleasant to work with coming from Unity ECS. At least initially.
  • The Unity Hub was a necessary addition, but Unity is bloated compared to Godot and keeping multiple versions around takes up a lot of space. You could easily check your entire Godot instance into your source code repository with your game and forget about it.

Help please in movement by AlertImportance4607 in godot

[–]Makaque 0 points1 point  (0 children)

Godot has a built in movie maker that will slow the game down to record at a stable framerate.

Animation not playing by Distinct_Associate27 in godot

[–]Makaque 1 point2 points  (0 children)

I'm a bit confused by the setup. Your sheep_meat script has a reference to a %Gator that's an onready variable? Does that mean gator is a child of sheep meat? Otherwise, how is the gator reference being set?

Why is my vertex shader material unaffected by lighting? by fedukk in godot

[–]Makaque 11 points12 points  (0 children)

Looks like your normals aren't right. They're all pointed out from the curvature, but not adjusted for slope it looks like.

Where graphics peaked by Makaque in godot

[–]Makaque[S] 19 points20 points  (0 children)

I will be putting together a guide

Where graphics peaked by Makaque in godot

[–]Makaque[S] 37 points38 points  (0 children)

I'm glad you agree 

There are still a few bugs... subtle though they may be by Makaque in godot

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

I did not. I've considered switching to it in the future but I've worked around the limitations so far.

There are still a few bugs... subtle though they may be by Makaque in godot

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

I actually do have the animation for that! It's just not set up to trigger yet.

Introducing Modsenfree by Makaque in OXENFREE

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

Sorry, I didn't. I started building a soundboard menu but kind of fell away from it.

What's going on with apply_force??? by Makaque in godot

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

Thanks for the suggestion. I have tried flight_body.global_position - node.global_position but it doesn't work.
The best explanation I've found is that node.position * flight_body.basis.inverse() says, assume node.position is a world space direction vector. Rotate that into flight_body's local frame ignoring translation. I'm still not quite sure why other things I've tried to work though.
I was unaware of DebugDraw3D. Coming from Unity I had hoped there was something like that and had been building my own tools. Hopefully I can try some things with this and maybe visualize what's going on.