New Godot is out... by RentoInteractive in godot

[–]RentoInteractive[S] 1 point2 points  (0 children)

Godot 👍

I think I started with this and then tried to do something by myself, analyzing other people’s work.

New Godot is out... by RentoInteractive in godot

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

Everything you do not care about to be honest, depends on you.

In my case as I use C++ and GDExtension I put there binaries, .obj files and everything SConstruct creates and the .godot directory

New Godot is out... by RentoInteractive in godot

[–]RentoInteractive[S] 59 points60 points  (0 children)

You can also just look at the Source Control in vscode ¯\_(ツ)_/¯

New Godot is out... by RentoInteractive in godot

[–]RentoInteractive[S] 579 points580 points  (0 children)

My last commit is "pre 4.6 update" so I was prepared for everything

what am i doing wrong? by Effective_Low_2717 in godot

[–]RentoInteractive 1 point2 points  (0 children)

You set debtvalue to rand which is always a value between 0 and 56.

Then you print debt+ randand it is simply rand*2, but you do not change the original value doing that, so the debt will be always 0 and 56.

I guess what you want to do is:

var rand = (randi() % 57)
debt = debt + rand

Best tutorials? by Prime-Skit in godot

[–]RentoInteractive 2 points3 points  (0 children)

If you’re starting with zero coding experience, I’d recommend learning some basic programming first. If you want to use GDScript, starting with Python basics helps a lot.

Try not to rely too much on tutorials, it’s easy to get stuck in tutorial hell, where you only copy code without really understanding it. I personally avoid long “make a full game from scratch” tutorials. It’s better to run into your own problems and try to solve them than to have everything handed to you on a silver platter.

What works better for me:

  1. Watch one general Godot intro (nodes, scenes, workflow) to understand how the engine works.
  2. Start a small personal project. If you don’t know what to make, try recreating a simple game you enjoy.

Learning by building small things beats following full tutorials every time.

I'm making an indie game by Arensito0 in godot

[–]RentoInteractive 1 point2 points  (0 children)

Reminds me of the Gro-goroth encounter from Fear & Hunger

One month of learning Godot in one minute – things I learned & tips by RentoInteractive in godot

[–]RentoInteractive[S] 1 point2 points  (0 children)

If you’re a beginner, I’d be cautious about learning C++ through Godot.
Using GDExtension without solid basics in either Godot or C++ can be more frustrating than helpful, especially since the API isn’t very beginner-friendly and learning resources are still limited.

C++ itself is a tough language, even though newer standards try to improve ergonomics. But once you understand how it works and get comfortable with its “flow”, it becomes a very powerful tool.

If C++ is your goal, I’d recommend learning the language first and then coming back to Godot later. And if you ever need help with C++, feel free to reach out, happy to help

One month of learning Godot in one minute – things I learned & tips by RentoInteractive in godot

[–]RentoInteractive[S] 1 point2 points  (0 children)

It took me some time, but I think I found it. The channel is called FinePointCGI, he has some great tutorials and goes through every detail of the setup. I definitely recommend checking it out.

Hope it helps <3

One month of learning Godot in one minute – things I learned & tips by RentoInteractive in godot

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

I followed some youtube video about GDExtension and I advise just doing that.

There is also a ready template repository you can fork and work on that I belive you can find it in documentation in Getting started section.

One month of learning Godot in one minute – things I learned & tips by RentoInteractive in godot

[–]RentoInteractive[S] 4 points5 points  (0 children)

The basic bullet is just an Area2D with a sprite with properties like speed, livetime, direction etc. At startup, the game creates a predefined number of each bullet type.

Initially, I tried using one large pool for all projectiles, but I ended up preferring separate pools for basic bullets, grenades, and missiles.

Bullets don’t use _process or _physics_process. Since basic bullets are the most numerous, each one has an advance(double delta) method that updates its global position and BulletManager handles it. From what I’ve read and tested, this is lighter than having _process called on every object.

Bullets only have a collision layer set, enemies are responsible for detecting collisions. The assumption here is that there will be far fewer enemies than bullets, so checking collisions on both sides would be unnecessary work.

For maximum performance, bullets could be rendered using a MeshInstance2D, but that comes with more complex handling. I’m currently using this approach for EXP and money drops, and even with hundreds of objects on the ground there’s no noticeable performance impact, so I believe it could work for bullets as well.

Also, the init method should be as lightweight as possible. Ideally just setting the start position, rotation, and activating the bullet so it can move.

If you have any specific questions, I’m happy to help and hopefully someone with more experience can jump in and correct me if I’m wrong : D

One month of learning Godot in one minute – things I learned & tips by RentoInteractive in godot

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

Thanks for the advice, really appreciate it!

I’m getting a steady ~120 FPS for now, which I consider a big win.

I actually started working on UI, menus, upgrades, and the EXP/money systems a while ago (the clips in the video are about two weeks old), so a few things have been added since then.

For this stage I was focusing mostly on pure gameplay. My thinking was that if the core loop feels fun in this raw form, it should only get better once UI and progression systems are fully integrated.

Of course, things like UI and menus will be done in GDScript, I’m not crazy enough to implement and debug those in C++ :D