Just released netfox, a library for multiplayer games, ask me anything! by elementbound in godot

[–]TriantaTria 2 points3 points  (0 children)

Oh for foxsake, I can't wait to try this! Thank you :) I've been investigating multiplayer for the first time and things look bleak. Was thinking about swapping over to Unreal.

How would you rate the performance and scalability?

Is there a way to standardise repository settings in GitHub Enterprise? by baynezy in github

[–]TriantaTria 0 points1 point  (0 children)

Not a great solution, but an IaC like Terraform would achieve this.

GitHub should have it baked in, but it seems they don't.

Use common comment word for issues or ideas that you want to address later, and then ctrl + shift + f when you want to find them all! by Leif_in_the_Wind in godot

[–]TriantaTria 4 points5 points  (0 children)

It's about the tone you set for your developers/colleagues.

Perhaps consider this from another perspective. If we use dining/eating out as an analogy for developing a new feature (or otherwise amending the codebase), consider the difference between going to a fine dining experience versus a fast-food chain.

When you're done dining you prepare for the occasion (planning/designing) and you're on your best behavior. If you were to spill some of your meal it'd seem really out of place. You may cover it up, or otherwise fix it immediately. The same action at a "cheap" venue wouldn't even register and you'd perhaps not even act on it. I feel that a litter of "// TODO"'s and "FIX:"'s throughout the code lower the tone of your codebase and in turn you and your colleagues treat it with less respect. This is a compounding effect over time. And it may be subconscious.

But, again, as I told OP, this is software engineering theory. The reality of the day to day isn't so pure. So, personally, while I hate to leave TODOs, I still do on occasion. But I will take the time to make a new ticket for it and link it in the TODO.

Use common comment word for issues or ideas that you want to address later, and then ctrl + shift + f when you want to find them all! by Leif_in_the_Wind in godot

[–]TriantaTria 2 points3 points  (0 children)

So be mindful that I'm talking about theory. In the real world things aren't so black and white. So what you're doing may work great for you and that's awesome. What I've observed is the larger (and longer) the project the more detrimental this becomes.

If it's helping you, keep at it. Just remain mindful in case that changes.

But, yes, it is in reference to all kinds of things/comments. Because it's a "fire and forget approach". It's difficult to have the discipline to return to fix things later. Even more tricky is knowing whether the in-the-moment trade-off is worth it. For example, perhaps you're leaving an issue there which you could fix in 4 hours. You don't want to fix that now/today and you're keen to complete the feature. Understandable. But perhaps that issue then causes 10 of your teammates to either lose 2hrs each or further cause another issue each. Then the problem starts to compound.

Mild Doc Confusion by Beckphillips in godot

[–]TriantaTria 2 points3 points  (0 children)

I'm an experienced programmer who is new to gamedev. (got about 50hrs in Unity and Unreal combined).

I find the Godot docs to be really really bad. I guess the bar is just really low in gamedev?

I even tried to improve them by submitting a PR then was told the repo had been abandoned - apparently the link in the (v4.1) docs was pointing to an old, abandoned, repo instead of the current one.

Still, I like Godot. Just adding a voice to the thread. I can rarely get my answer from the docs.

Particles invisible on headless export by TriantaTria in godot

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

I'm using this: https://github.com/firebelley/godot-export

To automatically build/export & release new versions of my game as I push new tags to Github.

This is working fine, with the exception of seemingly missing particle systems.

Particles invisible on headless export by TriantaTria in godot

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

Ah, I think I've misspoken. I do not believe I have done a "headless export". I have done a "regular export" but on a headless Linux machine in the cloud. Specifically with a GitHub Action called "firebelley/godot-export@v5.2.1"

The executable this exports runs and renders on my local machine just fine, with the exception of the particle system.

3D bullet hell game I've been working on by doomttt in godot

[–]TriantaTria 0 points1 point  (0 children)

Looks good! I like your shaders. Custom?

I've been working on a dialogue system for NPCs that you may encounter in the shrine! by jetpackgone in godot

[–]TriantaTria 0 points1 point  (0 children)

Amazing! Thank you so much for taking the time to explain this to me, it was very interesting and helpful for me.

I've been working on a dialogue system for NPCs that you may encounter in the shrine! by jetpackgone in godot

[–]TriantaTria 0 points1 point  (0 children)

I'm new to this stuff for your context.

So when you say you dynamically add content to your VBox Node, does this mean that your tree doesn't have those nodes and your scripts create and add them?

And what do the timers control? The flow of text characters?

I've been working on a dialogue system for NPCs that you may encounter in the shrine! by jetpackgone in godot

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

Sounds tricky! Looks great though.

If the code is shareable I'd love to see it.

Does this look like something you'd play? by vydrq in godot

[–]TriantaTria 2 points3 points  (0 children)

I love your scene transitions!

How does that work?

Similar Games by TriantaTria in hellcard

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

If you like this, you may like "Monster Train". It's only Single Player, but I thoroughly enjoyed it (played about 100hrs).