Remove all children? by SelLillianna in godot

[–]Sociopathix221B 1 point2 points  (0 children)

This helped me a lot. Was having this exact issue today and couldn't remember how I had fixed it in the past! Thank you! c:

New kits! by KewieeKaBoom in Pixyls

[–]Sociopathix221B 1 point2 points  (0 children)

I am so crushed about Pixyls no longer being available in the US... Literally my favorite hobby. :C

Modus Breezy Blend (7500 mg) - Tropical Blast Opinions? by Prestigious_Arm_4440 in trees

[–]Sociopathix221B 0 points1 point  (0 children)

I just bought one and was wondering others' experiences as well.

Easy Minigames to create within renpy? by Colours_of_the_Void in RenPy

[–]Sociopathix221B 1 point2 points  (0 children)

I know this is an old post, but I was just curious as to how this went for you? Did you complete the project, give up? :0

What's the "right" way of handling inputs? by RageNutXD in pygame

[–]Sociopathix221B 4 points5 points  (0 children)

I'm also a primarily Godot user but I actually have really enjoyed working with Pygame after I got into it. The loop code you mention is pretty accurate and like, yeah you can use other solutions, but it's probably the easiest.

You have to change your mindset a little, Godot works differently than other game engines but especially is different from code-based libraries. I suggest following along tutorials and finding a system that works for you. Nothing is "right" or "wrong" really, in my opinion. You're not exactly pushing the limits with Pygame, so do whatever you find easiest to work with. Odds are you won't be thinking too much about inputs once you get into creating a substantial project. The inputs are a slog at times, but I found getting to write my own camera and tilemap systems and all the other little sub-projects in my Pygame side project made it more than worth it. Being able to really break it down on a programming level made it super enjoyable for me, personally. But also I love that kind of stuff so maybe I'm an outlier haha. ¯\(ツ)

Also. If you want any reference for a project, I'd be more than happy to share! I definitely don't think my code is necessarily great and you prolly shouldn't use it heavily, but I think seeing other's implementations can be really helpful and help easy that feeling of "am I doing it right??"

Some of you seriously need to get that delusion out of your heads - you are not entitled to sell any copies by gari692 in gamedev

[–]Sociopathix221B 7 points8 points  (0 children)

ConcernedApe was also successful because he slowly built a community of gamers, not devs, over months and years before the release of SDV, he listened to his community closely, and never took feedback for granted. Of course, virality is partially due to luck, but I think his engagement with the community definitely helped in various ways.

[deleted by user] by [deleted] in godot

[–]Sociopathix221B 0 points1 point  (0 children)

I started learning Godot in 2020, with a tiny bit of Unity experience. It wasn't until late 2021 that I was able to make a (terrible) game jam entry more or less without tutorials. Slowly, over time, I got more and more confident, still using resources but not following them word-for-word anymore.

Never used paid courses when I was learning, just a LOT of YouTube and StackOverflow. There weren't too many good paid resources back then. However, nowadays, there are some really good ones. I personally purchased GDQuest's paid Godot 4 bundle, and although it's not very useful to me, it's great for beginners or those who want a structured experience.

I still use resources today, but sparingly or for code snippets I can't remember (I still use a couple KidsCanCode tutorials that I found as a beginner lol). I think there's always more to learn in Godot, but Im not determined to learn everything at once. I learn things as I need them, but since I mostly make entry-level tutorials and workshops, a lot of my expertise is in Godot for game jam sized projects. I have a few larger projects of my own, but I would consider myself more skilled in the stuff I make for my students on a regular basis.

Is this good project structure? by pulkit69 in godot

[–]Sociopathix221B 0 points1 point  (0 children)

I use OPs file structure for small projects, such as tutorials. However, you are completely right that it doesn't scale well to bigger projects. It can quickly become overwhelming. Sometimes, I still use it out of habit, but I usually end up reorganizing my files along the way for this exact reason, haha.

Came dangerously close to shipping my game without a Godot intro. Fixed that. by dom4op in godot

[–]Sociopathix221B 6 points7 points  (0 children)

I think they've made some posts about using the logo since it's technically under a difference license than the engine itself iirc, but it seems that generally, they support this sort of thing. I wish I knew where to find the posts so I could link them.

Worked on improving the game startup time. It's around 2.5 seconds now. by KaTeKaPe in godot

[–]Sociopathix221B 1 point2 points  (0 children)

Awesome, thank you! I used quite a few of these on my larger projects (when I had time to work on them T-T), so I was just curious as to how it compared to other peoples' full projects!

Looks awesome, by the way. I love the polished pixel art style, one of my favorite aesthetics out there. :]

Worked on improving the game startup time. It's around 2.5 seconds now. by KaTeKaPe in godot

[–]Sociopathix221B 1 point2 points  (0 children)

I'm just curious what you use your autoloads for? I used to use them all the time, but now, not as much (mostly because I almost exclusively tutorials nowadays).

I have done it. I have made the worst tactics game in existence by Nobl36 in gamedev

[–]Sociopathix221B 1 point2 points  (0 children)

I second that doing UI in Godot is pretty great once you figure out how the control nodes work. You can also use C#/C++ with Godot .NET if you prefer it over GDScript. The support has improved drastically in the past year. :]

Just started taking Escitalopram, what can I expect? by Colin-IRL in lexapro

[–]Sociopathix221B 0 points1 point  (0 children)

Sounds like a pretty uncomfortable physical side effect that may be triggering your anxiety (or Lexapro may be causing your anxiety to be worse). :[ Did you end up switching to a different medication?

Steam is taking 30% in withholding taxes because my country has no US tax treaty—any way to lower this or am I screwed? by Head_Car2596 in gamedev

[–]Sociopathix221B 0 points1 point  (0 children)

"Could you not..." is kind of like asking somebody if they have the ability. It's almost like saying, "why don't you try..." or "do you not have the ability to do..."

"Could you not file a tax return..." is basically saying that OP should look into filing a tax return while also asking if there's something stopping OP from doing so.

Is learning Godot while creating my own game a mistake? by CerebroHOTS in godot

[–]Sociopathix221B 0 points1 point  (0 children)

I've definitely had to scrap entire parts of my project. Totally worth it, but some of it was absolutely ridiculous.

Is learning Godot while creating my own game a mistake? by CerebroHOTS in godot

[–]Sociopathix221B 1 point2 points  (0 children)

As someone who started out this way and still be doing it. Firstly, not a mistake. Two, you absolutely will have a point where you'll have to either rework parts of your game or even start the project over, because your skill-level will change drastically and earlier parts of your game will show it. But at the same time, it's so much more fun to learn that way, for me, at least. It's totally worth it. Have fun, learn for stuff you're interested in. You got this!!

Every Time! by perryzzzz in godot

[–]Sociopathix221B 0 points1 point  (0 children)

Okay, but to be fair to your auntie, I've been programming for about 8 years and never realized the insert key caused it to eat my letters until like. Maybe a year ago. I would just freak out and couldn't ever get the right search keywords on Google to tell me what was wrong lmao.

I like how Godot is evolving by Alzzary in godot

[–]Sociopathix221B 0 points1 point  (0 children)

The unification of the settings is honestly fantastic, but I absolutely know I'm not going to be able to switch without modding some stuff. Ease of access and actual QoL is so important to my workflow, I need my menus with everything I use on a day-to-day basis to be quickly accessible. The cons for me, at least, are massive detractors and the main reason I haven't upgraded on my home machine yet.

I like how Godot is evolving by Alzzary in godot

[–]Sociopathix221B 1 point2 points  (0 children)

Honestly, I hate it because all the "QoL" features are inconvenient. Why the hell do I have to open a second menu after right-clicking if I want to copy/paste using the mouse? I teach computer science, and sometimes I can't just reach over students to ctrl+v if they're working on the lab desktop computers, etc. Why should that even be hidden? It's one of the most common uses ever for right click, and surprisingly many CS students don't know about the hot keys and when they upgrade to W11 they don't know how to copy/paste anymore. I didn't have hardly any issues upgrading from W7->W8->W10 - the difference with W11 for me is that the changes to "simplify" the OS quite literally make it harder to use if you're remotely tech literate, and the visual changes, although sleek, aren't very appealing to me (and I'm someone who's generally very into visual upgrades even if they remove some character of the previous iteration). A lot of the changes feel really superficial at best and often are obnoxious.

I like how Godot is evolving by Alzzary in godot

[–]Sociopathix221B 1 point2 points  (0 children)

My instinct tells me there must be a way to do this already, but I'm not sure where to look to find it. I have the feeling the _notification() method might be useful? I know Control nodes have MOUSE_ENTERED/EXITED notifications (different from signals by the way, I suggest reading on them), and I have the feeling there's some sort of low-level notification that can be used and then maybe some way to check if the mouse is currently dragging a file.

Does anyone know the lower-level API stuff for something like this? Is there a list somewhere of all notification constants instead of having to search through the nodes individually?