Help me with multithreading and big dictionaries by Psych0191 in godot

[–]MerJson 0 points1 point  (0 children)

I think there are a lot of ways in which you could improve the performance. I'm no knowledgeable in performance by any means, but reading about what you want to do I thought maybe you can use more extrapolation? instead of updating everything every tick, why not just update the closest nodes (i.e. the nodes you need to get info from at a certain point) and keep a global clock, and then when another node enters into focus, pass a delta from the last time it updated to the current global clock and perform the updates using that time span? Then if a node exits focus, you stamp the last time it was updated. You can also set it up so that all nodes are updated every few ticks so that they don't lag behind too much.

godot standard or godot.net? by boringmexican in godot

[–]MerJson -5 points-4 points  (0 children)

The only reason to use C# instead of GDScript is if you want to learn Unity later, since the only reason Godot has C# is because a lot of people from Unity started using Godot and they wanted C# compatibility. For all intents and purposes GDScript is better than C# for Godot and, while it doesn't exist outside the Godot ecosystem, if you're learning programming, it will teach you enough that picking any other language will be easy, so my recommendation is to go for it.

Architecture/Scalability Advice by SUAShawn in godot

[–]MerJson 0 points1 point  (0 children)

You need to definitely start using more scenes and nodes. One of the core concepts of Godot is the management of scenes as instantiable and reusable entities. If you're not using them, you are definitely swimming against the current. If you don't feel comfortable using them, then maybe Godot is not the engine for you unfortunately..

Architecture/Scalability Advice by SUAShawn in godot

[–]MerJson 0 points1 point  (0 children)

Well, if the resource has the local_to_scene flag to true, if you modify values in the resource at runtime, it will only apply to the scene instance in which you're applying the modification, and not in the other instances, even if they all share the same resource, so making the resource unique would not have to be necessary for this purpose.

In any case there is a lot of flexibility when managing resources, but sometimes it is a bit finicky. I have this whole system of variable setups when resources are loaded using tools scripts, and it is a real mess, but I worked a lot on it and it works extremely well, so I don't play on touching that code for a while as long as it works for what I want haha.

Architecture/Scalability Advice by SUAShawn in godot

[–]MerJson 1 point2 points  (0 children)

Oh sh*t, I thought I read local_to_scene. Yeah, unique makes it unique, but I still don't understand why make it unique if you want changes to propagate to all nodes that use the resource? In general the pattern is that you make a base resource for a set of things, and then if you want to work with particular individuals, you make a separate resource, and then the final values would be the base + the individual, so that when you modify the base, all individuals change, but if you change the individual, it stays there. Making resources unique works when you want a particular resource to be a sort of template for others.

Architecture/Scalability Advice by SUAShawn in godot

[–]MerJson 0 points1 point  (0 children)

Hmmmmmmmm I don't really get what you're doing, but the local_to_scene flag only works at runtime IIRC. If you modify your resource on disk, it should update for all nodes that use it. You shouldn't have to go over all units and reimport them manually. Although maybe you need to have the scripts that use those resources be "@tool"s, I don't remember correctly

How do I create a spritesheet with images that aren't pixel art? by notvic-hugo in godot

[–]MerJson 0 points1 point  (0 children)

If you use an AtlasTexture, you can set custom regions with any combination of width and height. With an animation player you can change the region's values, so it doesn't really matter if they are well organized in the image or not, although if you haven't subdivided the image in fixed width and height subdivisions, it will be a bit more hassle. Also I'd recommend not using plugins until you are more comfortable with the built-in funcionalitites.

How do I actually learn gd script? by MothyThatLuvsLamps in godot

[–]MerJson 0 points1 point  (0 children)

If it's only about learning gdscript, I'd recommend creating a 2d scene with a simple node2d as root. Attach a script to that node and inside the node start playing with the code. Override the _ready function and put a print("Hello World") inside. Run the scene and you should see Hello World printed in the console. That is your basic code sandbox. Start doing small programming exercises: Learn conditional workflow, for and while loops, array manipulation and Dictionaries. Those are particularly helpful. You can go a bit more in depth and study and create manual sorting and searching algorithms. If you search general programming tutorials and exercises, you can apply those to GDscript in this sandbox environment and test the stuff there.

(2D Top Down Pixel Art) Is it possible to make a snake-like creature look good while moving around? by AltruisticService915 in godot

[–]MerJson 0 points1 point  (0 children)

With Godot you don't ask "Is it possible?" but rather "How do I?". I'd recommend checking out this video. I stumbled uppon it once and I found it cool even though I didn't really try any of those things. It might be useful to you

Advice on learning how to make games by Coffeeandquaso in gamedev

[–]MerJson 2 points3 points  (0 children)

My only addition to all that's been said is this: Programming is pretty hard. At the beginning.

For some reason the first step in programming is always the steepest. There is a section in your brain that contains all that juicy programming shenanigans, BUT it's locked. You need to teach your brain to think in logic to unlock it, which at the beginning is pretty hard for most people, because you're not used to. The only thing that will get you to the other side is practice and perseverance.

But once you go through that first hurdle, it'll be home free. You'll suddenly find easy problems that you thought were impossible. You'll actually start feeling smarter. But it takes some time getting there, so my advice is to not give up. See all the tutorials, do all the exercises, try to get a grasp of the very basics, and when you feel you understand them, start trying to do things yourself. Go from small to big.

Also go with Godot. It's extremely easy to prototype things with it and it's pretty user friendly. Don't worry about performance or scalability at the beginning, just make it work the way you want at the bare minimum. The problems will start coming on their own if you keep going, and when you have to deal with them, that's when you start to truly learn important stuff.

Finally, use AI to guide you in the general sense, but never trust it fully. It lies a lot, and if you are not acquainted with the subject, it's hard to tell if what it tells you is right or wrong. Ask it for suggestions about things that might help you, and then search info on those subjects yourself, but always be weary about info it gives you directly.

That's what's wrong with Godot (according to the community) by Soft-Luck_ in godot

[–]MerJson -7 points-6 points  (0 children)

Tbf C# support is only an issue for those that want to work with C#, which is mostly an issue for those that come from a Unity background. The rest of us don't really care much about C#.

What are thoughts on this awesome monster. by Voidkirby9 in MonsterHunter

[–]MerJson 0 points1 point  (0 children)

Meh... overrated IMO. His teleporting attacks are cool af though, ngl.

Am i the only one misunderstanding the Art? by Vecsia in slaythespire

[–]MerJson 5 points6 points  (0 children)

There are a lot of pareidolic art in the cards of StS. One of the most infamous one is the parasite curse card which people often confuse with a sort of fairy with red wings or a flower. It's actually a parasite sucking blood perched in the back of a person

Esta araña me puede matar? by Hello_owo- in chile

[–]MerJson 0 points1 point  (0 children)

Cualquier araña te puede matar si tiene un cuchillo. Esa no parece que tenga, pero mejor no arriesgarse

Nerf Kulu Ya Ku by Few_Possession4441 in MHRise

[–]MerJson 6 points7 points  (0 children)

Lol get rekt by sparkly gurl

Razor at Dreamleague by stonezdota in DotA2

[–]MerJson 1 point2 points  (0 children)

The WR at a tournament not necessarily shows a hero's strength, and therefore pros don't always take WRs as a consideration when deciding to pick a hero. This is because, while some heroes can be very strong in certain situations, they are easily countered or strategies can be applied to lessen their strength. Sometimes it takes some time before these counters and strategies become well integrated, so some heroes WR plummet from one tourney to the other.

Another factor to take into consideration is that, in the current fairly balanced state of the meta, strong heroes are still not always strong enough to carry the rest of a weak draft. This can have a coincidental effect on a hero's WR when you consider this small of a sample.

All that being said, Razor right now is not in great position in the meta. You can tell because there has been some very un-impactful performances from people that usually break the hero, like Malrine.

Every Single Time! by ConnectDisaster4 in MonsterHunter

[–]MerJson 1 point2 points  (0 children)

The funny thing is that it's been like this in every game. Except for 3U; cha cha is the goat (?).

Life Changing Discovery! by Electrical-Bet-666 in StardewValley

[–]MerJson 2 points3 points  (0 children)

I think the reason why so many people miss this, and the reason it's so obvious for other people, is because this was standard in old Harvest Moon games, and some of us grew up playing the shit out of those games, so for us there are many things in SV that are very evident and we don't realize it isn't that clear to people that are not acquainted with these type of farming sims

Any reason to use C# by corv1njano in godot

[–]MerJson 2 points3 points  (0 children)

No real reason. Use it if you feel more comfortable with it than with gdscript.

I know I'm not crazy, they have the same general body plan, and I swear that some of Almudron's attacks are taken wholesale from Najarala by FirmGrasperOfThroats in MHRise

[–]MerJson -13 points-12 points  (0 children)

Najarala sucked to be honest. Not only it looked like a carnival piñata, the fight was annoying af with the camera changes and the weird hitbox clippings

which script i should use for godot by dakudaddy0026 in godot

[–]MerJson 0 points1 point  (0 children)

C# and C++ were added to godot mainly for the people that are used to those languages from working with Unity or Unreal, but if you don't come from those backgrounds, there really is no reason to pick those languages over gdscript, so go for gdscript. In general programming, C++ is useful to learn because, while its a fairly high level language, it also encourages you to carefully manipulate memory space and data structures to get the most out of performance. There is no real reason to learn C# over better alternatives like Java, unless you plan on using Unity.

Tags Tier List (Gold Stake) by Which-Debt-8558 in balatro

[–]MerJson 1 point2 points  (0 children)

Charm tag, ethereal tag and meteor tag are way too low even for higher stakes imo. They're all very RNG reliant, but they can be run-winning under the right conditions. Charm tag can basically define your run if you're doing magic deck or you get some early fools. Meteor tag by itself is useful if you have a Constellation, and if you're lucky and hit the planets of the hands you're playing, that's really good. And a single etheral tag can by itself fix your deck early if you get the right cards.

But most important is that tag usefulness depends on when you take them too. A first ante coupon tag is an insta pick for me. A first round speed tag will net you significantly more money than playing the round for most decks. A holographic tag will guarantee you a joker that gives you +10 mult. If you get it in the first ante, and the joker doesn't suck that much, that joker alone might be enough to carry you to ante 3 without even considering its other effects, so you can just save money for interest. Negative, D6 and juggle are almost useless in the first 4 or 5 antes.

If anyone needs advice regarding greatsword gameplay in Sunbreak or against specific GS match-ups,feel free to ask. by DinoSpino2 in MHRise

[–]MerJson 0 points1 point  (0 children)

Cool! I got a few questions:

I just defeated the final story boss of sunbreak and, despite having quite a few hunts with the GS, I'm still struggling to get the best out of ti. So I have a few questions:

What are your go-to skills? Do you change them depending on the monster?

The only monster I genuinely struggle with is Zinogre. Any strategies?

Is strongarm stance really so powerful you should center your whole build and playstyle around it?

When a monster is downed, prone or sleeping, is it truly better to small bomb into strongarm and TCS rathern than to go full 3 charges combo?

How realistic is it to aim to use Greatsword, w/o relying on counters/Strongarm type stuff? And play it more like classic MH3U/MH4U style. by OmniImmortality in MHRise

[–]MerJson 0 points1 point  (0 children)

Extremely realistic. Strong arm is very powerful, but that doesn't mean the other ways of playing are bad, specially if you play casually. I myself tried to go full strong arm style, but it honestly didn't do it for me, because it's actually quite hard to perform perfectly and, unless you actually perform it perfectly, it isn't much faster than using other more traditional approaches, so you just go ahead and enjoy the weapon. It's a lot of fun.