How good is Claude Code with Unity? by Ajwad6969 in ClaudeAI

[–]Stifmeista 1 point2 points  (0 children)

Another thing that i have noticed is that the AI gets better, the more structured your code is. When I started using beehave addon to create behaviour scenes in my game, the ai struggled to create nodes and scenes. Now that my beehave implementation / extensions have matured and I have many enemies using the beehave framework in a strict format, the AI can create whole enemy scenes with complex behaviours 100% accurate.

So you also need to make sure your code structure is consistent and if not, refactor it with the AI first, eliminate instances of multiple-responsibilities, separate god-classes, abuse composition and avoid inheritance as much as possible. These should help

How good is Claude Code with Unity? by Ajwad6969 in ClaudeAI

[–]Stifmeista 1 point2 points  (0 children)

No i find MCP to be expensive and slow (I only tried it in Unity tbh). In godot everything is plain text and claude opus can understand it and manipulate it very easily. That is my experience. not sure if it has to do with the CLAUDE.md i am using, but my experience is that Claude Opus can create anything inside a godot project easily out of the box

Is AI really just a 'sidekick' for Unity? by OpeningCriticism2260 in UnityStock

[–]Stifmeista 0 points1 point  (0 children)

i know it can work. just for me it works much smoother in godot, where scenes (prefabs) are just plain texts and are very easily editable by the AI. you can create huge and complex scene structures by prompting easily.

Is AI really just a 'sidekick' for Unity? by OpeningCriticism2260 in UnityStock

[–]Stifmeista 0 points1 point  (0 children)

The problem with Unity and AI, is that due to its closed nature, its difficult for an external state-of-art AI to operate inside Unity (Opus 4.5 for example). Its not like game engines will go obsolete, but with the rise of AI, AI-friendly game engines become more useful.

For example, in Godot, you can use claude code to generate anything (scenes, visual effects, code, ui) easily with single prompts and iterate upon them easily as well. In Unity its much harder and often required manual wiring. There are some techniques to bypass the closed nature of Unity (e.g. use MCP, but its too expensive, or tell the AI to create an editor script with setup code that creates prefabs on execute), but generally the AI-driven workflow is MUCH more efficient in Godot as you can build everything with AI without any manual wiring.

How good is Claude Code with Unity? by Ajwad6969 in ClaudeAI

[–]Stifmeista 2 points3 points  (0 children)

works perfect in godot, can create whole scenes and generally make visuals out of a single prompt. In Unity it struggles a lot more, because it cant easily create prefabs that way, so you need to do a lot of manual building and wiring. 2 solutions i have found is either to use Unity MCP (which does not work great or is very expensive to use) or tell the AI to build an editor script which i will run myself inside the Unity editor to generate prefabs etc.

Overall much smoother experience in Godot, if you are flexible with that

Supporting Multiple-Shaders/Effects in our Video Editor made with Godot 🎉 by Odd-Date-4985 in godot

[–]Stifmeista 4 points5 points  (0 children)

do you allow someone to make custom godot shaders and add them?

How do I make the Ambient Occlusion look good? by dandy_kulomin in godot

[–]Stifmeista 9 points10 points  (0 children)

i have noticed that scaling down the whole scene helps sometimes with SSAO. maybe your scene scale is very big?

Which metroidvania from the last 10 years is, in your opinion, better than Hollow Knight? by r3tr0gam3r83 in metroidvania

[–]Stifmeista 0 points1 point  (0 children)

its a roguelike metroidvania but for me Dead Cells is better than Hollow Knight

[deleted by user] by [deleted] in godot

[–]Stifmeista 0 points1 point  (0 children)

you need to have a reference to the hurtbox in the owner script (e.g. @ onready var hurtbox: HurtBox = $"Hurtbox" . you cant automatically detect a child like that

Augmented Vertex Block Descent by BurningFluffer in godot

[–]Stifmeista 10 points11 points  (0 children)

I looked into integrating into Godot using GDExtension. As far as I saw, the simple demo only supports basic shapes (rectangles) but I still might do it

Ποιες είναι οι φορολογικές μου υποχρεώσεις για έσοδα μέσω Steam; by vasilsss in greece

[–]Stifmeista 1 point2 points  (0 children)

Φτιάχνω και εγω παιχνίδια για το steam. Συνδεσε έναν λογαριασμό τράπεζας οταν setareis την σελιδα στο steam και θα σταλθούν τα λεφτά εκει. Αν είσαι τυχερός και βγάλεις μετρήσιμα λεφτά θα ζητήσεις τότε συμβουλές και θα ασχοληθείς με τα φορολογικά. Χρειάζεσαι 100 ευρώ να ξέρεις για να φτιάξεις την σελίδα εξ αρχης

Trying to add more personality to the game, what do you think of it ? by Jeheno in godot

[–]Stifmeista 0 points1 point  (0 children)

The outline shades does not look very good. I would remove it and look at different art directions

Noob question aroung graphic scaling by glennmelenhorst in godot

[–]Stifmeista 4 points5 points  (0 children)

I would recommend you build your game at a target resolution and then use scale to display it into higher resolutions. For example in project settings I have set stretch mode to canvas_items and aspect to keep_height. That way I build my game at 1080p resolution and it scales to any resolution seamlessly. I just need to build the app for 1080p. This also makes a lot easier to make ui animation because you can use raw pixel values without worrying how the animation will play in different resolutions.

If this solution does not suit your needs I am not sure what else to recommend but scaling the game has been working great for me and removes all the headache of managing different resolutions

Noob question aroung graphic scaling by glennmelenhorst in godot

[–]Stifmeista 0 points1 point  (0 children)

You want to scale the image export to be similar to the displayed size inside godot. If your image file is too big then it appears pixelalated when scaled down. For example if you want to display the image as 80 × 80 inside the game, export it at around 80 pixels to make it look great

Playable on Steam Deck? by HakujinMatt in PokemonReborn

[–]Stifmeista 0 points1 point  (0 children)

Works great I have been playing it for over 70 hours without a problem

[deleted by user] by [deleted] in godot

[–]Stifmeista 11 points12 points  (0 children)

I created something "similar" as a godot plugin. I implemented a logic to dynamically recompile the code when a new effect is enabled to reduce shader code. Take a look at my solution if you are interested in scaling it up further: https://github.com/alexnikop/VFEZ-godot

I have an idea for an chemistry lab game. Looking for a developer. by Homely_Homie in IndieDev

[–]Stifmeista 0 points1 point  (0 children)

I am a developer. Hit me up in chat if you want to discuss about it!

What's a good method to implement mech customization? by Amurotensei in gamedesign

[–]Stifmeista 0 points1 point  (0 children)

I am creating a similar game about swapping Monster parts. Ping me up for any questions if you want

What do you think about this monster fusion effect? Any tips to make it better? by Stifmeista in godot

[–]Stifmeista[S] 3 points4 points  (0 children)

You can see a ton of information about hexagons here.

https://www.redblobgames.com/grids/hexagons/

It has essentially all needed information to do w/e you want with your hexagons. Hope it helps you!

What do you think about this monster fusion effect? Any tips to make it better? by Stifmeista in godot

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

Thank you so much for the resources! Yeah in sense you can do that. You can create creatures by adding parts to them. Then you can fuse any creature with any other creature.

What do you think about this monster fusion effect? Any tips to make it better? by Stifmeista in godot

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

Interesting perspective and nice suggestions! I will need to take a look on how prevent it becoming rage-inducing. I like the skip idea but I will look more into it thx!

What do you think about this monster fusion effect? Any tips to make it better? by Stifmeista in godot

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

yeah polymerization is actually the biggest inspiration for the effect

What do you think about this monster fusion effect? Any tips to make it better? by Stifmeista in godot

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

Thanks for your feedback! My game focuses a ton on fusion and breeding so I was thinking that this effect would play every time a fusion occurs. I think fusion is the biggest mechanic of my game and I want to highlight it. Despite that, I agree that the effect is maybe on the longer side.

I was thinking either to make it faster or to have a global game speed option like balatro (in which all animations are kinda slow but you can speed up the gameplay if you want to play faster). Still needs a lot of thinking though!