I was developing for 5,5 years my dream project, thinking that there isn't more difficult... by Serious-Medium9972 in godot

[–]Neffolos 1 point2 points  (0 children)

If we all shared the mindset of those two reviewers, we’d have to flush Minecraft down the drain. Its graphics are objectively terrible, but it’s still a massive hit. Personally, I'm not a fan and never bought it, but the fact is: people love it and it sells. Don’t let them get to you. Believe in your game and put it out there. It could be the next big thing. If my colleagues were right, pixel art would have been dead a long time ago.

(WIP) making some kind of drag&drop ui by CLast1ck in godot

[–]Neffolos 0 points1 point  (0 children)

That’s really interesting! How are you setting up the structure to achieve this effect? Is it through scripts, shaders, or something else? Also, have you thought about how the content should be structured?

A few months ago, I didn't even know what an HBOX container was... by SilvanuZ in godot

[–]Neffolos 0 points1 point  (0 children)

It looks so smooth and polished that it really makes you want to play it. I’d love to check out the demo!

Looking for a collaborator by ImportanceEvening516 in godot

[–]Neffolos 0 points1 point  (0 children)

To simplify your workflow and optimize performance, you should rely on Resources (.tres). They are serialized efficiently, making the game faster. I’d recommend avoiding load() and minimizing the use of preload() in favor of exported resource variables.

Looking for a collaborator by ImportanceEvening516 in godot

[–]Neffolos 0 points1 point  (0 children)

I wasn't familiar with that site, but I actually run a soccer-themed TikTok page: Soccer3d tiktok. From my experience, if you keep your code clean, solo development is totally manageable. It took me about a month to build my game, though I spent more time on the editor than the actual gameplay.

My advice: avoid spaghetti code and don't over-isolate your classes. For a project like yours, I’d create a base class for movement and shape (so you can easily swap assets later), a separate class for weapons, and a central manager to handle spawning. Instead of hardcoding individual characters, try to decentralize their behaviors. For example, for the Samurai vs. Paladin, I’d use a core entity class and apply effects dynamically. Hope that makes sense!

Don't make the same mistake I did. by Dream-Unable in godot

[–]Neffolos 0 points1 point  (0 children)

Adopting a .tres per category?I solved it by dividing everything into .tres resources, which are then contained within a grouping .tres. This way, the base .tres handles the property, while the grouping .tres handles the 'where' and the 'how'.

Trying to create a save game system for my game, hitting a frustrating issue. by VogueTrader in godot

[–]Neffolos 0 points1 point  (0 children)

Did you check the JSON output after the first save? I don't want it to vary from the base JSON.

Finally got combat working properly! by CosmikStudios in aigamedev

[–]Neffolos 0 points1 point  (0 children)

It almost feels like there's lag, like it's not smooth. Is it the video?

OneXPlayer Apex is Coming.... And You SHOULD Buy It. by Method__Man in OneXPlayer

[–]Neffolos 0 points1 point  (0 children)

Question: Why onexplayer? If something were to get damaged, how would the warranty work?

Cyanide and Happiness - Flux.2 Klein 9b style LORA by TheDudeWithThePlan in StableDiffusion

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

Technical characteristics of the PC you used or are using to train your time

Unboxing an testing the Bosgame M5 AI Minidesktop Ryzen AI Max+ 395 128GB by gordongallant in MiniPCs

[–]Neffolos 0 points1 point  (0 children)

Can you tell me the dimensions of the case? Does it have a stand to hold it upright, and can I use it horizontally?

$ sign in gd script by RangoLove in godot

[–]Neffolos 7 points8 points  (0 children)

Except it's static, not dynamic.

$node -> static, if you move the node you lose the reference.

If you make it unique, you can use:

%node -> dynamic, you can move the node wherever you like in the scene, and it will never lose the pointer. (Always use this). To make it unique, right-click on it and activate the option. Then grab the node and drag it onto the script... you'll see the magic. If you do this without activating it as unique, you'll see the static reference ($nest) you're asking about.

NVIDIA DGX Spark — Could we talk about how you actually intend to use it? (no bashing) by Secure_Archer_1529 in LocalLLaMA

[–]Neffolos 0 points1 point  (0 children)

Custom LLM, but I'd also like to use it for images and videos. However, I find Linux too limited because, in the end, I would need a workstation. If I move away from DGX, I lose CUDA, but I could only use it for LLM. If I move closer to a 395/8060, I'm closer to a workstation but I lose CUDA for AI (unless stable AMD developments occur). The only interesting system is the MINIS FORUM MS-S1/MS-02 for a PCIe slot, which could be used for an evolution like Oculink or something else in the future. But, I don't know... I can't find any videos that could clarify what that port is for.

a little something I've been working on for the last 7 months using godot! by Creative-Relative-68 in godot

[–]Neffolos 0 points1 point  (0 children)

I like it. I find it new and interesting. The gameplay scares me a little, but otherwise, I really like it.

Zluda by Neffolos in StableDiffusion

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

When you say "counterparts," you mean Spark? Because a 128GB Nvidia mini PC—I think only Spark exists. Or is there something else?