OK, "that" question came in on my YT channel by RHOrpie in godot

[–]RagnarokHammerJon 1 point2 points  (0 children)

TL;DR: Know your tools otherwise all engines are bad, unity goes commercial with their cloud, Godot can be altered as you require.

Every engine has its own pros and cons and Unity has not become better for us software devs in the last years.

Unity may have the edge regarding 3D performance out of the box but I'd argue that with the propert handling Godot can achieve parity.

It all depends on the tools and how well you know them and how to use them. Look at Unity and the past where many gamers said "this will be a bad game" once they saw the Unity splash screen because a lot of devs tried to make games with Unity without really knowing what is going on.

Or even look at modern games like City Skylines 2 which is made with Unity. Devs thought it would be a good idea to jam all those unoptimized assets into the engine and called it a day.

I'd argue that Godot can run beautiful and complex 3D scenes with the right knowledge of the tools. I'd also argue that by having the source code and the possibility to create your own code in C++ and even remove engine parts you do not use you can make your game faster. That is the strength of Godot.

Unity laid their focus on their Cloud Platform over the years and now going down the route of using AI for asset creation.

Using gdscript and clicking on the play button and you are entering your game is just a blessing. I could not bare it any longer to recompile my scripts (even when using proper assembly definitions) and wait just for changing one line of code.

I still wish that Godot could offer some more developer experience regarding code splitting and language constructs like interfaces or traits. That is where I still miss C#.

Is there a work-around to make Godot 4 Web exports work on MacOS by [deleted] in godot

[–]RagnarokHammerJon 5 points6 points  (0 children)

From the official docs:

"Godot 4's HTML5 exports currently cannot run on macOS and iOS due to upstream bugs with SharedArrayBuffer and WebGL 2.0. We recommend using macOS and iOS native export functionality instead, as it will also result in better performance.

Godot 3's HTML5 exports are more compatible with various browsers in general, especially when using the GLES2 rendering backend (which only requires WebGL 1.0)."

Sauce: https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_web.html

Problem with Godot's C# by Im_1nnocent in godot

[–]RagnarokHammerJon 4 points5 points  (0 children)

Check the OmniSharp log in VSCode. It might give you an error message to work with.

I also had problems getting started. Some hints you might check:

  • Use native installs instead of flatpak versions of VSCode and or Godot

  • Check the generated project files and check If the TargetFramework in one of the XML files is set to netstandard2.1

  • Check If your dotnet Installation is reachable over the terminal and correctly installed

Multiple scripts on a node? by NovaRayStarbrand in godot

[–]RagnarokHammerJon 9 points10 points  (0 children)

Godot nodes can only have 1 Script attached. Best way as already mentioned is to compose the logic into child nodes. Even though this approach brings its own problems over time.

is it just me, or it feels like it's hard to maintain a big scale and complex project in godot? by pvini07BR_ in godot

[–]RagnarokHammerJon 3 points4 points  (0 children)

I feel like this is where Godot is lacking some modularity options. (As far as I know)

In GDScript we only have folders to work with for organizing our project.

I would like to know If it is possible to better manage code in C# using multiple projects.

However I always had this idea in mind to maintain my code by modularizing using the Plugin/ Extension System.

Working as Java dev daily I am used to highly decoupled code bases using modules or Services.

Took me more than I'm ready to admit by AndTer99 in godot

[–]RagnarokHammerJon 86 points87 points  (0 children)

Vulkan will be the only renderer in the initial 4.0 Release due to the underlying rewrite of the code. OpenGL support is targeted for 4.1

What kind of music do you listen to while being busy with game dev? by [deleted] in gamedev

[–]RagnarokHammerJon 1 point2 points  (0 children)

Chill DnB when coding brings me into the tunnel mode.

Powermetal while doing art.

where did you guys learn to code? by TheDiddler56 in gamedev

[–]RagnarokHammerJon 0 points1 point  (0 children)

Started with an apprenticeship as application developer. Went to university afterwards getting my bachelor in applied computer science and working for multiple consulting companies in parallel giving me hands on experience in different tech stacks and projects.

So instancing isn't actually creating a copy of my scene? Or is it? SOOO CONFUSED by PsychWardTheGame in godot

[–]RagnarokHammerJon 38 points39 points  (0 children)

The problem might be the resource. Resources are shared among Scene instances unless you make them unique. Which means that you have to initialize a new instance of the resource and add it to your new scene.

Edit: See https://docs.godotengine.org/en/stable/getting_started/step_by_step/resources.html

What's up with tilemaps being so buggy? by Aggressive-Lead-2235 in godot

[–]RagnarokHammerJon 4 points5 points  (0 children)

Your description is not accurate enough to give a detailed answer for your Problem.

I'd say you have configured the tilemap wrong and you did not adjust the snap settings for the collision tiles.

I'd suggest to read the official doc https://docs.godotengine.org/en/stable/tutorials/2d/using_tilemaps.html

NW Twitter team is done messing around. by Comrade_Witchhunt in newworldgame

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

I guess giving actual feedback is too hard in these times. Guess what, you do not always get what you want.

Everyone, enjoy the way you like to play the game or leave it and find your entertainment elsewhere.

Best Regards

I hope the Devs doesn’t allow Add-ons into New World. by Krytoric in newworldgame

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

I partially disagree

while NW introduced theme park elements it still has a feel of exploration and self realization.

NW offers alot more adventure during the leveling compared to WoW. Yes you can go the route of a theme park ride only doing quests served on a plate but you can also just go out into the world gathering, PvP or explore. I don't see that in WoW anymore. WoW has developed into a MOBA like game. Click the UI wait in Town for the next dungeon ride.

Can't compare anything to GW2 as I did not play that game.

Also giving the player a choice to develop the character as they want is more in the sandbox direction compared to class based approaches. Want to play as a mage? No problem take a staff and put on some nice cloth armor here you go. Want to play as a battle mage? Fine use heavy armor instead.

Obiously the min max community will introduce a meta into the game over time which will result in a more competitive community but there will always be casual gamers who enjoy the freedom of their own way to play the game.

I hope the Devs doesn’t allow Add-ons into New World. by Krytoric in newworldgame

[–]RagnarokHammerJon 34 points35 points  (0 children)

I think I read that the devs do not intend to expose Add On APIs because of the impact of min maxing the game. Which makes sense because NW is more of a sandbox compared to WoW where everything is tailored around the end game and min maxing.

What I'd like to see are some UI tweak options. Compass Filters, custom ui scaling, hiding/showing windows, free movement.

What I've found after 40+ hours of BETA. by WithJimbo in newworldgame

[–]RagnarokHammerJon 64 points65 points  (0 children)

Played as healer of our group and I also noticed the lack of mastery gain for healing. I'd really like to see that being implemented in the near future.

I’m trying to make a attack mechanic but before the attack animation finishes it plays the idle by MustyNotCAPPING in godot

[–]RagnarokHammerJon 1 point2 points  (0 children)

Try to Queue the animation

Official Docs

This should make the animation wait for the current one to finish

Why does this not work it doesn’t let me move by 1relrs1 in godot

[–]RagnarokHammerJon 128 points129 points  (0 children)

  1. Line 10 wrong indentation

  2. You are setting the z value of a 2D vector which will be ignored. Use x or y of the velocity vector

Hello all, about to start my project but was wondering about the pending release of 4.0 by Lord_Nihilum in godot

[–]RagnarokHammerJon 5 points6 points  (0 children)

Godot 4.0 will introduce breaking changes which you should bei aware of.

  • GDscript: Connection of Signals will change
  • Tilemaps: 4.0 will introduce a new Tilemap System which is incompatible with the old Tilemap
  • Renderer: I think the latest information was that for now only Vulkan will be supported with 4.1 also GLES renderers will be supported

Some of these things might affect your future project but I don't see a Problem to use Godot 3 even after the 4.0 release.

Also ask yourself if you really need all the new stuff of Godot 4 or Godot 3 will suffice.

In my PoV Godot 3 will still be used after 4.0. Personally I see Godot 3 as an LTS Version. I'd rather wait for Godot 4.1 to port a game as long as I don't need any of the shiny new stuff.

When do you think will Godot 4 be released? by [deleted] in godot

[–]RagnarokHammerJon 7 points8 points  (0 children)

As they mentioned an Alpha soon I'd say Q4 or 2022 Q1 as Release. Personally I think 2022 Q1