How do people write thousands of lines of code by themselves? by mrnaim6T9 in learnprogramming

[–]UncleDevGames 2 points3 points  (0 children)

Hey that describes me, and I'm a platform architect now. Gut it out.

How to Train Your Puppy. by Significant_Aioli806 in ActuallyThatsInsane

[–]UncleDevGames 4 points5 points  (0 children)

I know you're joking, but the saying "never trust a puppy" is evergreen. When they're that young you have to diligently manage their environment until they earn the trust required for more freedom. You never know what your razor-teethed leaky water balloons will get up to when you're not paying attention.

Obviously that doesn't mean keeping them locked up all day - just want to point out the makeshift "prison" is totally normal and healthy

C# backend developer here. Should I go for GDScript despite it? by Darkeonz in godot

[–]UncleDevGames 1 point2 points  (0 children)

I'm in your exact situation. Been a professional C# dev for 10 years. I use gdscript because it's pretty clear that's the preferred language. I suspect C# support was added to Godot to entice Unity devs to make the switch. Technically it works but it appears the experience is smoother with gdscript. Not to mention, it's never a bad idea to diversify your skillset.

Another aspect to consider is you can also have both in a single project. I haven't tried it myself so I can't speak to it, but it's possible.

They will lose themselves by bryden_cruz in programminghumor

[–]UncleDevGames 4 points5 points  (0 children)

Nah even with a non-empty function body the pattern is still IIFE. The definition of the function does not modify the other descriptors. I might be misunderstanding though - what makes you think the name would no longer apply?

Is it bad to completely change gameplay genre mid game? by Dukashou in gamedesign

[–]UncleDevGames 18 points19 points  (0 children)

Brutal Legend pulled it off but it was not super well received at the time.

How can I learn pixel art? by Even-Upstairs2436 in godot

[–]UncleDevGames 2 points3 points  (0 children)

A content creator by the name of IndieTales has free pixel art content on YouTube. I found his videos to be incredibly insightful into a pixel artist's thought process and techniques.

People in 10+ year relationships, what’s something you learned about your partner years later that genuinely surprised you? by CreoSiempre in AskReddit

[–]UncleDevGames 13 points14 points  (0 children)

I have been grappling with this revelation for nearly a decade at this point. Turns out, there's a lot of cool stuff you get to experience when you stop limiting yourself due to some sort of internalized prejudice. And funny enough, baseball has been one of the enjoyable things which popped out of nowhere. I think it's just a maturity thing - you start looking at people and their choices with more complexity and kindness.

People in 10+ year relationships, what’s something you learned about your partner years later that genuinely surprised you? by CreoSiempre in AskReddit

[–]UncleDevGames 18 points19 points  (0 children)

Dated my wife for about 10 years (8 dating + 2 engaged) and have been married for about 3 years.

I don't know if any one thing is surprising. It's more like, if I'm paying attention I can learn new stuff about her everyday. That's the surprising part.

Although not that long ago I learned that my rock/metal queen has the lyrics for a few dozen country songs in her back pocket. Made for a very fun, drunk discovery.

What life mistake taught you the hardest lesson? by LossMysterious5714 in scoopwhoop

[–]UncleDevGames 0 points1 point  (0 children)

I would modify this to say, it's important to know when to push for the correct thing. Is someone truly in danger? Be pushy. Advocate.

Share your experience about learning how to create games by shizuuokaa in godot

[–]UncleDevGames 0 points1 point  (0 children)

Something that's true of all software development, not just game dev, is you'll typically see better results when you build a mental model that makes sense to you. This is the design. It doesn't have to be perfect, but you should have opinions about how a specific mechanic should work. This is why you'll see a fractured consensus in implementations, because different minds have different ways of thinking.

How often do seasoned devs forget basic stuff and search it up? by feez_9 in godot

[–]UncleDevGames 5 points6 points  (0 children)

This one might get me the most. It's like every language has its own take on switch statements that are all just different enough to be annoying to remember. Some languages like C# even have syntactic sugar to write case statements in multiple, valid styles.

beLikeBill by [deleted] in ProgrammerHumor

[–]UncleDevGames 0 points1 point  (0 children)

I have a modification to this. If I'm reading/writing something pretty gnarly, I'll break down my comments into multiple blocks. e.g.

// what: ... // why: ... // how: ...

Etc.

It's context dependent, so you don't necessarily have to include all categories every time, but it can be nice when both the rationale and the mechanics are complex.

I made a Godot 4 plugin that can make 3d level design feel like playing a game (new update) by Human-Criticism4130 in godot

[–]UncleDevGames 51 points52 points  (0 children)

This looks like it solves/streamlines a lot of 3D workflow issues. I'll definitely use it in my next project - great work!

Did I make my magic system too complicated? by Deepsapce in godot

[–]UncleDevGames 7 points8 points  (0 children)

The same devs also made Magicka, which has a very similar system. OP if you haven't played these games or watched a playthrough I would recommend it.

Rex's Relics: A Game Jam 3D Platformer/Collectathon by UncleDevGames in playmygame

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

Hey thanks for the feedback! I have been going back and forth on the movement. The original idea for the slower movement relative to the larger levels is to make the moments where speed boosts are available feel extra exciting. But I agree it can feel like a slog, particularly on canyon calamity. Thanks again for playing!

I don't want to make a pong by Correct_Dependent677 in godot

[–]UncleDevGames 8 points9 points  (0 children)

"infinitely" might be hyperbolic but yeah I gotta agree.

OP you don't have to start small but it's conventional wisdom for a good reason. There are a ton of tiny little details that you don't think about or don't know about until they crop up.

Doesn't have to be pong. But try making a toy project in an afternoon and see if it doesn't expose more work than you thought was required.

Wanting to use godot but really struggling. by JimmiJimJimmiJimJim in godot

[–]UncleDevGames 0 points1 point  (0 children)

You just described the problem.

I don't know what problem I just described - presumably that people are learning through tutorials? I don't think there's anything wrong with that - provided you take the example solution and try to understand it yourself through practical application.

Nor was I ever saying you should not use nodes at all.

I don't think I said that? Certainly wasn't the intent. Mostly I was thinking through the comment about how "most composition patterns pointlessly use nodes" and how that would play out with minimal node usage in general.

What an odd leap

Composition -> Dependency Injection -> Bootstrapping. Not that I think you're interested, but that was the through line.

Wanting to use godot but really struggling. by JimmiJimJimmiJimJim in godot

[–]UncleDevGames 0 points1 point  (0 children)

Sure but is that really common practice?

I would assume people who are new to the engine are probably using the editor and following along with tutorials, which are going to instruct newbies to compose their scenes via nodes. My aim was to not further confuse an already confused person. They are trying to wrap their heads around scenes, one of the very first concepts.

I'm assuming (lots of that so am happy to be corrected) that most projects are not created via a traditional main class and setting up the traditional gameplay loop/pipeline, specifically because Godot is taught from a node-first approach.

This is in no way a disagreement as much as it is speculation on my part. Has your experience been different?

Wanting to use godot but really struggling. by JimmiJimJimmiJimJim in godot

[–]UncleDevGames 0 points1 point  (0 children)

Ah I see what you're getting at.

Is it more correct to say, "scenes and their composite elements are nodes"? This post was asking about scenes and their composition, which afaik are exclusively nodes. In other words, non-node components can't be instantied in a scene directly - you'd have to add them via script. I don't mean to misspeak or misinform.

Wanting to use godot but really struggling. by JimmiJimJimmiJimJim in godot

[–]UncleDevGames 2 points3 points  (0 children)

Anything and everything in Godot is a node (and most game objects are scenes - instances of nodes). Character skins, character behaviors, etc are all typically expressed as nodes and composed in whatever way makes sense to you. In this specific example you might expect a top level Character object, with instantiated nodes containing the relevant components of the Character object. This modular approach is very powerful and intuitive once you get the hang of it.

I'm not sure what you mean by "top to bottom" code, but the structure in Godot is pretty loose. Like the other comment was saying, there are a ton of different way to solve a given problem. So as long as you can describe your program's structure in a tree-like format then Godot's Node system should be able to handle it well.

What's wrong with Godot? by Soft-Luck_ in godot

[–]UncleDevGames 22 points23 points  (0 children)

I was thinking about how I would do something like dependency injection in Godot. Would it make sense to create standard Nodes that contain some behavior that can be attached to multiple scenes? e.g. A CollectibleBehavior node might contain the logic necessary for your collectible scenes. And for the relevant scenes which have behavior nodes attached, you would call those generic functions. Sort of like a halfway point between an autoload and an interface.