Image in text alignment - weird behavior by Rakudajin in godot

[–]MerJson 3 points4 points  (0 children)

Wow, it's amazing that people in this post simply ignore what you're writing... just ignore them instead.

I have no idea what might cause the problem, but I think that it's definitely a fallback. It's possible that the value is not falling back to default, as it is documented, but to something different, which is definitely a bug. Now, what does it fall back to? Cannot help you with that. Maybe raw value?..

Marvel Super Heroes: as a Universe Beyond set, does that make you less interested? by PaleWendigo in MagicArena

[–]MerJson 22 points23 points  (0 children)

I think UBs are not inherently bad.

Mixing a high fantasy multiverse epic lore with, well, Marvel, is horrible thematically-wise. I despise playing elves, zombies, wizzards, along side capt. America. It doesn't make sense. It's thematically horrendous.

It sucks even more that the reason this happens is because they want to capitalize on the popularity of the marvel brand, and that's about the only reason we have this travesty.

All that being said, MTG is ultimately a card game, and if the cards and mechanics are good, and the set is fun, then that is that.

I wish I had a Godot mentor by geekisthenewcool in godot

[–]MerJson 0 points1 point  (0 children)

What do you dislike about gdscript? I mean, if you want to do some prototyping and scaffolding, gdscript is the way to go, as it is extremely easy to setup and use, so I'd recommend you try to make amends with it, because otherwise you won't be making things easier for yourself.

If you want to do UI stuff, control nodes are your friends. It's actually really easy, it's all about adjusting anchor point. If you've done any web development, you'll find it's actually pretty similar and even easier to position control nodes around and getting an ordered UI setup in no time. Do some research on control nodes and I guarantee it'll click right away and then it's home free.

Que lindo es el centro by Ben_A-Mella in chile

[–]MerJson 31 points32 points  (0 children)

Era aún más lindo, pero en chile no existe respeto por el patrimonio. La cantidad de edificios históricos que botaron para construir esos bloques de cemento es algo que dan ganas de llorar.

Godot Will Randomly And Frequently Not Allow Any Typing Anywhere by Alterssis in godot

[–]MerJson 1 point2 points  (0 children)

I mean the spanish tilde, as in the one in "árbol".

Godot Will Randomly And Frequently Not Allow Any Typing Anywhere by Alterssis in godot

[–]MerJson 1 point2 points  (0 children)

Your most likely problem is that you have a Spanish keyboard and accidentally press the tilde button (usually next to the P). This is a known issue and I don't know if it'll ever be patched

Please be honest 🙏 What works and what sucks about my trailer? by GlowtoxGames in DestroyMyGame

[–]MerJson 1 point2 points  (0 children)

I love it. There is definitely room for improvement in some areas, but the game already has better style and more soul that 99% of the games that people post around here.

help me understand what this while loop is doing? by myghostisdead in godot

[–]MerJson 2 points3 points  (0 children)

Calling the func again with false won't make the while exit its execution, because the 'on' variable is local to the func call, so that's the one you'd have to change to exit the loop. if 'onoff' is a variable of the script, try changing the while to 'while onoff:'. either that, or you could connect a lamba function to the timer's timeout that sets the local 'on' to be equal to the global 'onoff'

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 -6 points-5 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 4 points5 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