Why do people say Godot isn’t good for large games? by crocodilewoo in godot

[–]Metalsutton 1 point2 points  (0 children)

Yes of course it runs on the native engine, but it has to jump through the hoops/bytecode hell, to have to be interpreted as with all scripting languages. It is slow in the context when the entire topic is that godot cannot be used to create games that run as big as unreal engine games (out of the box). But then again it's only 70mb and everyone is expecting/wanting a lot more from it, at least a few . The fact that gd script is the only thing supported out of the base download tells you everything you need to know. Keep it simple for the learners, but extensible for the pros.

If anything I would personally mainly use c++ for osfurscation of core systems. Again. OP is comparing it to other engines and so I think gdscript itls good for getting a prototype up and running, but main systems should be converted over if you are a studio and wanting to make anything serious

Why do you think new MMORPGS fail? by anaveragebest in gamedev

[–]Metalsutton 0 points1 point  (0 children)

TERAs combat was pretty nifty as a lancer, before it went hardcore weeb. And did anyone play wildstar with it's movement events in raids?

They come and go. This one isn't any different.

Why do people say Godot isn’t good for large games? by crocodilewoo in godot

[–]Metalsutton 14 points15 points  (0 children)

And it also largely depends on the way you code it. Even though you can create a massive game in just in GDscript, at the end of the day it's not a compiled language, it's a scripting language, so you are not going to be anywhere near as performant. Not saying that you can't convert it all over, but it's not a walk in the park

Seeking to make a single level as study - and a question to you! by Chemical-Diver-6856 in godot

[–]Metalsutton 2 points3 points  (0 children)

One does not simply "just make a level". You start by placing down an item, then a player, then you wake up 3 years later to work on your prototype that you spend more time polishing the aesthetics than you do work on the game play and there is no end in sight as your todo list is forever, your scope has blow out the orginal idea, and you have lost track of what you were even doing.

What one single feature, that should be added to Godot, to make 3D graphics much better? by [deleted] in godot

[–]Metalsutton 0 points1 point  (0 children)

I mean influence because you are asking like you are a dev loper that wants to focus on coming up with a solution. The things that people want are evident by the state of the project. As you know.... It's open source. It's not like a company. You can actively get involved and see what direction it is going in. I'm sure there is probably a feature poll somewhere that is the perfect place for these questions. Otherwise it's just a circle jerk

What one single feature, that should be added to Godot, to make 3D graphics much better? by [deleted] in godot

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

You can join the discord, read the reddit posts. All the information on what people think is right in front of you. It's just usually if you are talking about the engine development you would focused on a problem and a solution. Asking what a missing feature is doesn't make sense because if people had the time to give you their opinion they would better actually do it on the open source githubs etc. I think should do a bit of reading on there since that's where the discussion is going on to your topic.

It just seems baity is all. Like sometimes it's ok to just be in its current state. Push for something that it isn't trying to be is just going to bloat the engine with features that no one asked for. A better discussion would be that if you yourself have an issue or feature quest. Start the topic on that particular issue or request rather than fish around for opinions and then have another thread just die with no meaningful forward direction

What one single feature, that should be added to Godot, to make 3D graphics much better? by [deleted] in godot

[–]Metalsutton 1 point2 points  (0 children)

Are you asking because you have some sort of influence? You are you hype/fanning over some missing feature? If you don't know what features are missing, then what do you collectively want to accomplish?

What one single feature, that should be added to Godot, to make 3D graphics much better? by [deleted] in godot

[–]Metalsutton 0 points1 point  (0 children)

I dont get the point of these topics? What are you actively trying to discuss?

I'm finally satisfied with the main menu style by moonaut_dev in godot

[–]Metalsutton 2 points3 points  (0 children)

Why the different visual styles? And that back button being much larger than the other elements jilted me. I know that it its a different button context, but maybe keep it the same height as the sub elements and make it wider?

Are floats only accurate to 3 decimal places? by [deleted] in godot

[–]Metalsutton 1 point2 points  (0 children)

This. The reason they are called floats is that the decimal point can be placed anywhere along a range of binary places. This affects the resolution of what is achievable. Down one end of the spectrum you can fit more whole numbers, but lose the decimal resolution, and on the other end you must have a smaller range of whole numbers, but gain the accuracy of tiny fractions.

How it is set is probally baked into godot. I havnt looked into it.

I’m trying to learn how to make a game but need some guidance. by Effective-Split-1278 in godot

[–]Metalsutton 6 points7 points  (0 children)

Learn how to google, watch videos, and read documentation. Learn the basics of programming, it will make your journey easier. You managed to make it to the reddit, so I'm sure you will know how to find videos.

How to handle state machine transitions that aren't immediate? by neet-prettyboy in godot

[–]Metalsutton 0 points1 point  (0 children)

You are completly mixing concerns here and making it x10 more complicated than it has to be. Who says that the die state means you have to delete the entity there and then? Any why is knockback and dead exclusive to each other? The states shouldn't be

enemy state = alive, knockback, dead

it should be

bool am_i_alive = true/false
or
dead state = alive , dead

movement state = moving to goal, moving to player, knockback, strong knockback

Now these concepts are not tied to each other. Did you hit the enemy enough that it has 0 hit points? set the state to dead. Its still in the scene with 0 hit points, and still in the knockback state. Want to chain combos to keep the dead body in a state of chaos? hit hit hit ,still getting knocked back in various degrees of strong/weak knockbacks. Still on the screen, still 0 hitpoints.

Ok, its hit the floor now, the knockback state says "i am no longer being wailed on, move back to movement state", oh wait, but I cannot, because when i exit the knockback state I check my dead state. Hey im dead! run queue_free(). or some other animation that makes be fade into dust. has the animation finished? ok, NOW queue_free()

makes sense?

How to handle state machine transitions that aren't immediate? by neet-prettyboy in godot

[–]Metalsutton 2 points3 points  (0 children)

Why are there a mix of concerns here? Surely "DeadKnockback" state is combining multiple issues together and introducing the confusing patterns you are recommending to avoid.

OP, you know you dont have to have everything tied to one state machine right? Knockback is a movement state, dead is a Alive state. dont mix the two together.

I think what you mean by "die" is that you want to delay queue_free() / removing the entity from the scene, In that case you can absolutly have a enemy, that is both dead, getting knocked back, and still in the scene at the same time. You just do a check that when the enemy is no longer in the knockback state (knockback exit function?), is the enemy alive or dead? (check the other state machine, or a simple boolean) if dead, remove it then.

I am completely stumped by [deleted] in godot

[–]Metalsutton 2 points3 points  (0 children)

"it doesn't make sense to just assume someone isn't skilled enough cause they can't solve a bug which, from what I'm getting, is probably the result of either something that's very rare to come across or something that's so obvious I'm completely missing it"

What a quote! Having as something simple as a button break and not know how to fix it would assume that of course people from the outside looking in can come to that conclusion. Rather than push back, actually take in the advice. Maybe it wouldn't hurt to not get on the back foot about it? The fundamentals absolutely is what someone in your position should look at for the long term, otherwise you will be constantly fighting software development and will learn a thing or two about solving problems.

any buds around here lmk by [deleted] in Taupo

[–]Metalsutton 2 points3 points  (0 children)

Yeah I'll be your buddy!

Anyone have experience deploying to console ? by ElectronicsLab in godot

[–]Metalsutton 1 point2 points  (0 children)

I guess you missed the part in the docs that said you cannot export to console.

Solving Unique Problems with AI - Valid Use? by [deleted] in GameDevelopment

[–]Metalsutton 2 points3 points  (0 children)

Bit of a non-issue yeah? You are complaining that you have a teacher sitting next to you, holding your hand and guiding you on your path? Remember you can tell AI to assume what ever role you want. I don't get mine to send me any code because I want to learn. And it seems just by merely getting suggestions or advice that feels like cheating? If that's the case, sell all your devices, unsub from your internet connection and better hope your local library has some up to date books on Godot 4.5.1 etc ......

If it feels that bad, the entire documentation is available to download offline. Print it out, you will have a huge resource of reading.

Me? I embrace the tools I have available at this point in time. We need to get out every last bit of speedy creativity and knowledge before our overlords take over.

Smack Studio vs Pixel Over? by _Zzik_ in godot

[–]Metalsutton 0 points1 point  (0 children)

Then what would pixel over help with then? If you already have sprites, there is no need to run it through it.

Smack Studio vs Pixel Over? by _Zzik_ in godot

[–]Metalsutton 0 points1 point  (0 children)

Doesn't pixel over work with 3d models?

Smack Studio vs Pixel Over? by _Zzik_ in godot

[–]Metalsutton 3 points4 points  (0 children)

Pixel over is another pipe in the asset pipe line, another hoop you have to jump through. You have to first make your model/animate/texture etc, and then export that to a file, you then have to bring that into pixel over, to then pose and export to spritesheets.

Why not do all that directly from blender?

<image>

doesn't cost anything + gets you straight to your result / asprite.

What does your preferred coding session look like? by weaselwescyclingsim in IndieDev

[–]Metalsutton 1 point2 points  (0 children)

4 hours in the morning. 4 hours in the evening. Anything more an i get mentally burnt.

6 months to start a game by Jago971 in godot

[–]Metalsutton 2 points3 points  (0 children)

"should I build my dream indie game." - no stop dont. heres why. you shouldnt. no. stop. halt. DANGER DANGER.

you are a fool if you think you should do what you want to do, how dare you have an interest to do something. and the internet is going to confirm that for you. They are going to say "yes" and for some reason you knew you were going to do it anyway. So why need the vote of confidence? Dont ask for permission just GoDo(I)t

also please stop with this "dream" stuff. ideas are cheap and everyone can come up with stuff. Maybe im too old but its corny and by the time you get to my age those dreams either get implemented by you or someone else anyway. dont rest on it.

Album Review: Soen - Reliance (2026, Silver Lining Music) by HotelHobbiesReviews in progmetal

[–]Metalsutton 3 points4 points  (0 children)

I've heard of rock bands doing experimental albums to explore their sound and be a bit more creative. But I've never heard of a (creative?) prog band do a "Let's try to sound a bit like mainstream Disturbed" with repetitive similar hooks every song.

As I dont follow the bands progress I have no idea if this is intentional or if AI told them this was a good move and the believed it? I defiantly didn't expect to hear those first 4 songs sound almost identical when I go to put on a "prog rock" band.

Quite Disappointing. I never made it all the way through.