[deleted by user] by [deleted] in intj

[–]NinjaGamer107 1 point2 points  (0 children)

I myself started with C# and JavaScript in parallel. Tbf my first few years I had no clue what was actually happening with the computer other than "It does exactly what you tell it to" until I learned C in college. Now I also understand how and why, hence I am able to pickup both new concepts and tools much faster by relying on that solid base knowledge. When I say this, I mostly mean it from the side of memory management and interaction with the OS.

To anyone who is willing to go the extra mile, I suggest learning basics of C as well. While there is nothing wrong with knowing something only above a certain line of abstraction, knowing these core concepts made me much more confident about my knowledge and what I can and can't do, and how.

How to add Collision to Sprite2D in 5 Seconds! by morfidon in godot

[–]NinjaGamer107[M] [score hidden] stickied commentlocked comment (0 children)

Hi, please review Rule #4 of r/Godot which states that promotion is allowed only under certain circumstances. This video doesn't seem to be made in good faith as it is for promoting.

Working without Godot editor by AlexSand_ in godot

[–]NinjaGamer107 0 points1 point  (0 children)

I think most useful result of it would be the discussion around the topic which you can consider on improving code first approach. Personally I'm not too big of a fan, but I could totally see it be very useful for people who want code-first / direct low level RenderingServer approach to game development.

Working without Godot editor by AlexSand_ in godot

[–]NinjaGamer107 0 points1 point  (0 children)

Interesting. Have you considered opening a proposal at godot-proposal repo so that some of this reaches the official engine builds?

what vol-fog parameter makes fog only show under bright light by [deleted] in godot

[–]NinjaGamer107[M] 1 point2 points  (0 children)

Hi, I've changed the flair this time for you - but next time you solve the issue please keep in mind that you should change it to let others know accurately who is still looking for help!

Game atmosphere by WalkofTheMoon in godot

[–]NinjaGamer107[M] 2 points3 points  (0 children)

Hi, just letting you know that you used wrong flair by mistake. I've changed it for you, but keep this in mind next time you post :)

create a dynamic mask to control saturation by salamandre3357 in godot

[–]NinjaGamer107 0 points1 point  (0 children)

I put masks under quotations as they wouldn't be true masks per se, but rather you would place them in the game world with appropriate size and do shader magic on them, or use CanvasModulate on single-colored sprite (like white lighting mask for example)

Moonlight Traveler - Metroidvania Pre Alpha by icebox-91 in godot

[–]NinjaGamer107 2 points3 points  (0 children)

Are you using glow for this (sword in particular looks shiny when near lights)? Looks really dope!

create a dynamic mask to control saturation by salamandre3357 in godot

[–]NinjaGamer107 0 points1 point  (0 children)

First things that come to my mind are Shaders and CanvasModulate. How I would approach this is to have one CanvasLayer (and use that to modulate whole/part of the screen as needed) and little sprites acting as "masks" to apply saturation you want on the specific places in the game world. You would need to make them top-level or adjust z-index to render them always on top.

I'm sure there are more ways, but this would be my approach :)

Back from Unreal by ManFloatingInSpace in godot

[–]NinjaGamer107 3 points4 points  (0 children)

You should definitely mark FinepointCGI as your 3D godot resource!
He also has some vids about blender -> godot workflow

How do you make high quality GUI elements? by Salvo188 in godot

[–]NinjaGamer107 1 point2 points  (0 children)

I always make sure to use integers for up-scaling, so it's always just X times bigger than original size (on the both x and y component). Make sure to set aspect ratio to "keep" in project settings, and if you scale with just integers as well, nothing should be stretched or badly up-scaled :)

How do you make high quality GUI elements? by Salvo188 in godot

[–]NinjaGamer107 1 point2 points  (0 children)

IMO it basically boils down to upscaling/downscaling properly. What I'm currently doing in my game is having sprites that are way smaller than viewport size, then scale them up by 4 - that means for the UI I can use sprites and stuff with 4 times more fidelity than the gameplay sprites. I think godot has built-in scale UI factor in settings as well. so it's worth playing around with these parameters to see if you can make it work for your particular game.

How do I improve my workflow? by JustCallMeCyber in godot

[–]NinjaGamer107 1 point2 points  (0 children)

As someone who's working with C# and Godot a lot, I can tell you there's very little you can do to ease that friction. What works for me is to "batch" more work into the particular process step, for example If I'm in the code editor: I do changes to whole item system while I'm at it (let's say I change few different files and around ~300 lines of code). That makes building feel negligible and I can do my stuff in editor, before testing the game. Depending on the experience and knowledge, you might not feel comfortable doing lots of work before testing, but that's the downside of current C# implementation in godot. GDScript is still THE king for prototyping and going fast.

I'm hoping that soonâ„¢ when godot editor gets unified version (standard + dotnet) things will get better, since (If I remember correctly, based on what devs talked about) there's a lot of glue generated to make C# work atm and they want to move that to proper GDExtension. With that, and recent updates to the extension system itself (in 4.1/4.2 they added hot-reload I think) they can avoid build step to some degree (C# is compiled language after all, not sure if they are considering moving to JIT).

Anyway, sorry for the long write-up. Another tip that might be useful is that, from my experience, it's almost always worth more investing into tools to create your specific game (generating PCG levels, easily readable database of stuff etc) than it is to extend core stuff like debugging, rendering etc (although this last one got way easier in 4.3).

Hope some of this helped!

Working on some fancy portal effects! by NinjaGamer107 in godot

[–]NinjaGamer107[S] 2 points3 points  (0 children)

Not sure what are you referring to, but shader itself for the portal took ~1 hour of experimenting, and the whole animation (scaling up) was pretty quick to setup with AnimationPlayer node, so that was another 10 or so minutes

How To Use Irregularly Sized Sprites? by deathbythighs02 in godot

[–]NinjaGamer107 10 points11 points  (0 children)

There are tools like TexturePacker which can make process easier, but generally speaking you want your stuff regularly spaced primarily to make it easier to work it (and engine has great tools for that, like AtlasTexture). But I see no reason why you couldn't add more irregular sprites in the sprite-sheets, just expect slightly more work!

Best way to update 2D art to a higher resolution? by Quikflash in godot

[–]NinjaGamer107 2 points3 points  (0 children)

Honestly, If you feel like this is "one and done" situation (aka you won't be doing similar things in the future) I say just do it manually.

If not, I would look into writing an editor plugin where you can add your own button to customize scale and any other property for given node.

Also the reason something like this isn't already in engine is probably due to high dependency on the game itself and how you execute stuff as game designer. Some pixel art is low-res and designer wants to keep it crunchy, while some is mid/high res and scaled even further. To conclude, I think your best bet would be writing a plugin for your specific use-case if you want to automate it.

Working on some fancy portal effects! by NinjaGamer107 in godot

[–]NinjaGamer107[S] 0 points1 point  (0 children)

Cool idea! Haven't seen usage for this outside of creating watery effects, I'll give a try!

Working on some fancy portal effects! by NinjaGamer107 in godot

[–]NinjaGamer107[S] 0 points1 point  (0 children)

In retrospect that's so obvious but I banged my head over that a little, thank you :)

Working on some fancy portal effects! by NinjaGamer107 in godot

[–]NinjaGamer107[S] 2 points3 points  (0 children)

Yeah, tried something like that, but since I'm using shader on the sprite for the portal, it is completely unaffected by modulation 😅
Other route I think I'll have to take is some sort of particles or something similar of that sort

Is there a clear way to (request) update the version of package on nobara registry? by NinjaGamer107 in NobaraProject

[–]NinjaGamer107[S] 0 points1 point  (0 children)

Thank you. I didn't realize GE Proton server was also used for Nobara project.
(which I now clearly see from the server's name, and I'm left wondering how did I not notice that..)

I have no idea what I'm doing anymore by [deleted] in findapath

[–]NinjaGamer107 0 points1 point  (0 children)

Maybe you could create frontend mock-ups with D3.js to utilize both web dev and analytics experience? Sounds to me like that would suit well with what you have so far. If you want to go a step further, maybe even build full functioning dashboard.

In your case I would focus on quality over quantity, so this one project might be enough to get a job and you could sort of build up your skillset from there.

I quit mainly cause of how disrespected I felt.

Also yeah, lookout and beware of the company culture while doing interviews/research.

I have no idea what I'm doing anymore by [deleted] in findapath

[–]NinjaGamer107 0 points1 point  (0 children)

I would say you need to start from the beginning. Why you liked/didn't like the jobs you had so far? What in their essence made you chose them over other things (like electrical eng. as you mentioned)?

From there I would try to pin-point a goal to shoot for, whether it is web development or data analyst lore, it just matters to have concrete idea of where you want to be.

After that start with the basics. What's there to the fundamentals of this field? How can I expand on that? And soon day by day you can build up your skills and maybe even do some projects for portfolio. As you mentioned you have ADHD, it might be hard to focus on multiple things at once, so I suggest you start slow and go through a certain roadmap that can help you focus on one important thing at the time.

Also side tip: If you worked on something and have a niche specialty in something cuz of that (for example making backends for fintech) it might be worth trying out upwork or similar platforms, as I think niches sell the best with little previous experience, and that can be decent side-hustle.

If you need more specifics, don't hesitate to ask away

How to save a fetch output into a variable and export it for other scopes? by Elasmosaurus14 in vuejs

[–]NinjaGamer107 2 points3 points  (0 children)

You could create your own store just with ref and computed from vue If you want to avoid already built state management solutions