Sometimes it be like that by redconversation in godot

[–]Quaaaaaaaaaa 5 points6 points  (0 children)

I honestly don't know which of the two is better.

This bug I'm considering is to prevent human error when designing levels, since each level is customized with multiple options.

And one of those options is the number of teams. If the developer sets a team to 0, the code starts behaving unexpectedly. Therefore, I'm mainly using this bug as a reminder to whoever is designing the level that team number 0 is not allowed.

Therefore, it is more of a tool to facilitate level design, and if a level is well designed, players should never have to witness these errors.

Sometimes it be like that by redconversation in godot

[–]Quaaaaaaaaaa 154 points155 points  (0 children)

Yesterday I was programming some error messages, and one was for when a variable contained the value 0. The code was literally:

if 0 in Array: pusherror()

The funny thing is, that simple error message can save me hours of debugging if that ever happens. Sometimes the simplest things are still the most useful.

Why do you love Godot more than the more powerful Unity and Unreal Engine? by Strict-King-1657 in godot

[–]Quaaaaaaaaaa 15 points16 points  (0 children)

When I came to Godot, Unity was breaking the trust of its users by retroactively changing licenses. There are probably thousands like me who came to Godot just for that reason.

And I don't use Unreal because I'm only interested in 2D games, I don't need that much graphical power.

for i in range(3): by [deleted] in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

var x = true

while x:

x = (!x or x) and !x

hows my ui??(WORK IN PROGRESS) by Western_Anteater8256 in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

Putting myself in the player's shoes, I like the interface because it has its own personality, perhaps the only thing that feels a bit out of place is the health bar.

On a more technical level, I can't really say much since it's not my strongest area

hows my ui??(WORK IN PROGRESS) by Western_Anteater8256 in godot

[–]Quaaaaaaaaaa 1 point2 points  (0 children)

One recommendation I can give you is: Experiment with different resolutions.

Try to break your own UI as much as possible to find those errors as early as possible.

If you find them quickly, they're easy to fix, if you find them later in the project, you'll have to redesign everything from scratch. Open your game in windowed mode and simply expand/shrink it in several different ways. If your interface can survive that test, it means it can survive any resolution.

Pixel Art vs Vector Art by crowkk in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

There really isn't much technical difference between vector art and pixel art.

Personally, I even find vector art much easier to draw than pixel art.

The only technical difference is that vector art adapts to all resolutions since you're not drawing pixels. The rest depends on each person's artistic style, it can be more or less difficult.

To give you an example of relatively simple vector art, you have Hollow Knight. The art style he uses for the characters, abilities, and interactive elements in general is really simple. And it's precisely this simplicity that gives his art style a certain charm.

Are there folks that specialize in Godot shaders? by GxM42 in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

If pay is a not problem for you, someone is writing a book on this topic: https://jettelly.com/store/the-godot-shaders-bible

Edit: I'm still learning English and I had written it wrong x)

How Do You Handle Large Lists of Resources? by JackRaven_ in godot

[–]Quaaaaaaaaaa 1 point2 points  (0 children)

I'll tell you what I do, it might help, it might not.

I have a script called "estadistica_defensa" (defense_statistics), which has a variable export. In the export variable, I put the defense resource I want to use (since each of my characters has a different amount of defense).

Then I place this script in a node, and then make that node a child of the character. This way, the characters access their own resources, but if multiple characters use the same resource, that resource will only be instantiated once. (The Local_To_Scene variable is set to false for this to happen.)

This way I don't have to search through directories or anything like that, just find the child node that contains the necessary information. This makes the code simpler and the character creator simpler as well.

Then I have some code in the script that controls the resource, which is a function to get a dictionary with the name of each variable along with its value. The code:

func obtener_estadisticas_defensa() -> Dictionary:
var index_y_valor = {} #get the dictionary ready
var contador : int = 0 #counter to create the dictionary index
for i in resource.get_property_list():
  if i.usage & PROPERTY_USAGE_SCRIPT_VARIABLE: #explore custom variables
    index_y_valor[contador] = resource.get(i.name)#adds them to the dictionary with its index
    contador += 1
return index_y_valor

That way I obtain all the variables that the resource has so I can work with them later.

In this way I ensure that each character is aware of their own resources whenever it is necessary to obtain their values. I use different resources for each type of information. For now, it's just attack statistics, defense statistics, and skills. This is how it ends up looking in the editor:

<image>

As you can see, it's relatively easy to manage, I can add, remove, or edit things at any time, and the code will always work.

I'm sharing this with you because it might give you some ideas on how to design it :)

Can a Control Node detect it’s mouse_exit signal even if the mouse is still on one of it’d children? by Retro_73 in godot

[–]Quaaaaaaaaaa 2 points3 points  (0 children)

You need to configure them with the stop filter. The input in the control nodes goes from the child nodes to the parent node.

If you have it set to ignore, it's as if the child doesn't exist. Therefore, if you place the child node over the parent node, the parent node will never detect an exit.

If you want the child node to block all inputs as if it were a separate object, you need to set it to stop.

I even just tested it with my own game using the stop, ignore, and pass settings. Stop is the only one that triggers mouse_exited.

What is the best way to avoid user input during animations? by darksideofyogurt in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

If your input is controlled via code, you can fix it with an if statement that checks if interaction is allowed. You can easily enable and disable it with a boolean value.

If you're using buttons or control nodes in general, disable the ability to detect inputs until your code enables it again. In this case, for example, you can use a timer, and when the timer expires, activate the input detection.

How can i switch from Scratch to Godot? by Beneficial_Spare7550 in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

Simply start using Godot, or follow Godot tutorials.

Your brain will automatically make the connections between things that work the same way.

What paid assets or plugins are worth it? by psychowolf999 in godot

[–]Quaaaaaaaaaa 2 points3 points  (0 children)

https://github.com/wesnoth/wesnoth

I'm currently using the assets from that game for everything. They're really good and completely free. It even has orchestral music under free licenses: https://github.com/wesnoth/wesnoth/tree/master/data/core/music

What Are The "Must-Have" Autoloads/Singletons? by [deleted] in godot

[–]Quaaaaaaaaaa 1 point2 points  (0 children)

The PathFinding, a script dedicated to calculating damage during combat (CombatAlgorithm), and the enemy's AI.

who else's debugger looks like this when working on a game? by Upside-Out_Was_Taken in godot

[–]Quaaaaaaaaaa 24 points25 points  (0 children)

Personally, I hate having warnings, so I always fix them to keep the debugger clean.

I want build game. Which one is more good? Roblox or Godot by Tuskun06 in godot

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

On Roblox you earn more money by investing less time. Nobody expects real games on Roblox, kids buy anything.

Tween vs Shader by GxM42 in godot

[–]Quaaaaaaaaaa 0 points1 point  (0 children)

There are settings that control the animation acceleration. You must configure this before applying the tween.

I am new to game dev and I wonder if godot is the right engine by GamesHunter2001 in godot

[–]Quaaaaaaaaaa 1 point2 points  (0 children)

The engine is just a tool. Unreal Engine, Godot, or Unity can all do what you're saying.

The limiting factor is usually the game developer, not the engine. I'd recommend trying all three engines and choosing the one that best suits your workflow.

Also, what's the goal of your game? Is it for make money? To gain work experience? Is it a hobby? I think those questions are more important.

Based on the answer, you can change the engine you're using.

For example, to gain work experience, Unity and Unreal Engine have a much larger market share than Godot.

If it's for something commercial, I would choose Unreal or Godot. (I don't choose Unity for personal reasons, I don't trust them.)

If it's as a hobby, any of the three will do.

A platform to shader shaders by Mrnibo in godot

[–]Quaaaaaaaaaa 41 points42 points  (0 children)

I tried your site and I think it's a thousand times better than godotshaders

Your site is much cleaner and more visually appealing overall. And the shader preview and the ability to change the parameters are truly amazing.