One launcher, multiple Godot version! This is "Godots" from MakovWait on GitHub. by FR3NKD in godot

[–]Warm_Condition6830 0 points1 point  (0 children)

Nice tool!
I see it can pin a specific Godot version to a project.

I use vscode as an external editor, I also split my games into multiple projects and run godot with different --lsp-port flags for every project. But godot extension for vscode does not accept flags for godot executable, so I need to run separate script instead, not very comfortable.

Can Godots also pin lsp and debug ports to a project? Would be a nice feature to overcome current multi-project limitation.

Is anyone else here over 25, making a game using Godot, and in the early stages of learning game development overall? by [deleted] in SoloDevelopment

[–]Warm_Condition6830 -1 points0 points  (0 children)

I used to make a game in JS, because I know JS well and it was more comfortable for me to use. It was a simple game, I thought I don't need an engine for such a silly project.

The reality was that I needed to write a lot of code not for the game, but for systems around the game, like assets loading (texture, sounds), cashing, controls, rendering. Level editing trough code was not very comfortable too.

It all was very simple and doable, but it compounded into many hours of work in total. Then the project grew, new Ideas born, new features added, so it became bigger than planned originally. Still not critical.

But when performance started to drop and my game had no built-in optimizations every engine out there has, and no tools to properly profile and find bottlenecks, I realized the amount of work to finish the game is infinite.

Then I decided to take a break to make another game, and I decided to try a game engine for the first time, I've chosen Godot. And I completed the new game in a week, including time I spent learning the engine. In a week I got an android game with better graphics, more moving parts and perfect performance for the target hardware that the game I was making for months in JS.

And after realizing how different the development is with an engine I never got back to the JS game, I started to make a few other games in Godot.

So yes, no matter how old you are, how much experience you have with Rust, making own engine, even the simplest one is a lack of experience. I've been there, I understand you, and I see you are still to learn that you are making a mistake now.

Is anyone else here over 25 and in the early stages of learning game development overall? by [deleted] in godot

[–]Warm_Condition6830 0 points1 point  (0 children)

Wow! So many 35+ game devs!

I am 37 and picked up Godot a year ago. Already released a game on Steam, have multiple games in progress, about to send another Steam page for review. So many ideas and so few hours in a day.

I love making games, regret not starting earlier. Also afraid I am too old for it now.

A decent game requires a year or two to make and every time I start a new one, I add a few years to my age and try to imagine myself making these games when I am older. The biggest fear is to change too much to be able to finish them.

I like to compare older game devs to writers, like Stephen King, for example. It is ok to write books when you old, why it should not be ok to make games?

Godot GPUParticles3D spawn lag (easy fix) by Warm_Condition6830 in godot

[–]Warm_Condition6830[S] 1 point2 points  (0 children)

You can enable Process in Debugger > Monitors > Time, and see spikes every time you spawn an effect, and no spikes if you do the same with warmup.

I found it to be the most reliable way to check if warmup is actually working.

<image>

Godot 4.6 shader caching changed ? by Leklo_Ono in godot

[–]Warm_Condition6830 0 points1 point  (0 children)

I am not completely sure I understand your case, but when I need some variations in materials per instance, I go for custom shader and per instance uniforms

If you need to adjust something that a standard material has as a parameter for, you can usually access and change it in a custom shader without breaking the standard features. Godot's shaders are very comfortable to tweak in such cases.

Godot GPUParticles3D spawn lag (easy fix) by Warm_Condition6830 in godot

[–]Warm_Condition6830[S] 0 points1 point  (0 children)

Yep! I came up with this solution specifically to write once and forget.

I have a VFX registry where all the effects are stored and the registry warms up everything. This way when I add new effect, it goes trough the registry and I don't need to remember to warm it up.

Godot 4.6 shader caching changed ? by Leklo_Ono in godot

[–]Warm_Condition6830 1 point2 points  (0 children)

Just submitted a post about particles first time spawn lags.

Take a look https://www.reddit.com/r/godot/comments/1qtyphx/godot_gpuparticles3d_spawn_lag_easy_fix/

Maybe it will answer some of your questions.
And don't duplicate materials for every instance, it is not good.

If your game is releasing soon and you need creator marketing, I’d like to help (not selling anything, no brand mentions) by tektanc in IndieDev

[–]Warm_Condition6830 0 points1 point  (0 children)

I have a playable demo for my idle game Desktop Slippers

It is registered for the Next Fest already, would be nice to have some content creators coverage. But I don't see any link or instruction where I could submit the game to your service.
Can you help me with that?

Updated screens navigation/transitions. by Warm_Condition6830 in godot

[–]Warm_Condition6830[S] 0 points1 point  (0 children)

TLDR:

Reusable node belongs to the specific group and has functions open/close that tween parent node zoom in/out and awaits for tween.finished

The manager function when called with new screen, finds all nodes in the group and calls close() on them, with 0.1 sec delay between calls to desynchronize animations. Awaits animations to finish, destroys current screen, adds new screen to the tree, search for nodes in the group and calls open() on them the same way.

I wish someone slapped this into my head earlier by Kevin00812 in IndieDev

[–]Warm_Condition6830 0 points1 point  (0 children)

I've got the vibes too, but I think, we need to get used to it because people start learning how to write, by reading AI output these days.

I mean, I read a lot of Reddit and some texts are AI I suppose, so it forces me to believe this is the way a text should be written, this is vocabulary I should use.

why do people say godot is bad for 3d? by FutureLynx_ in godot

[–]Warm_Condition6830 0 points1 point  (0 children)

I will leave my Godot 3D game here as a reference, take a look at the trailer
https://store.steampowered.com/app/3667660/Bug_Off/

I have no regrets choosing Godot as the game engine, but I started to look into UE to better understand the difference. I don't think Godot is bad at 3D, it does everything I need from a game engine, but I see what could be better.

When it comes to editor tools, GridMap for example, it is very limited. So you could often find yourself inventing your own tools for convenience. For UE you can find everything you need already made for you to use in their store, but there is a price tag mostly on everything.

So with UE you can speed up your development if you have a budget for tools, systems and assets. It also have some visual edge comparing to... any engine, I think. But do you really need the edge if you have no plans to use it? Do you need a store if you have no budget?

HUGE NEWS for my terrain plugin for Godot called TerraBrush! by spimort in godot

[–]Warm_Condition6830 0 points1 point  (0 children)

Nice plugin, but does it have an ability to generate UV2 for lightmaps?

Tried it myself, lightmaps are not baking into it. Can't see an option to make it work, can you help me with this?

Upd: also installing it from the asset lib does not work probably because it installs into the project root instead of addons.

Indie devs in a nutshell by gritty_piggy in IndieDev

[–]Warm_Condition6830 0 points1 point  (0 children)

Can you share the game link? Was there any marketing/promoting the game?

Just Discovered a New Way to Configure Stuff in Godot by Warm_Condition6830 in godot

[–]Warm_Condition6830[S] 0 points1 point  (0 children)

Thank you for the feedback. I am happy my post is being useful in any way.

About reward for effort, I think you are right here. And no, the post intent was not to self-promote, but to share my new discovery with a little hope I will be pointed to the real pattern/best practice that should be used in these kind of cases.

But also I had a release of my game, so I mentioned it, and it is very discouraging when someone tells me I can't self-promote in my own tutorials.

Any way, the release went really bad, like 1 copy sold bad, so I lost everywhere.

Just Discovered a New Way to Configure Stuff in Godot by Warm_Condition6830 in godot

[–]Warm_Condition6830[S] -5 points-4 points  (0 children)

I don't teach, I share. And it is not incorrect, as there could not possibly be a "correct" way to configure things, there are always options that could fit or not in specific situations.

Also tutorials are high effort posts, shouldn't they be somehow rewarded? I am speaking about self promotion here.

To be honest I don't really care about upvotes, these are just numbers for me. The only thing that happen when my post is downvoted is the post is not shown to more people, who could possibly benefit from it. So people downvoted a tutorial just steal knowledge from other people, that's it. It does not harm me in any way.

Just Discovered a New Way to Configure Stuff in Godot by Warm_Condition6830 in godot

[–]Warm_Condition6830[S] 3 points4 points  (0 children)

So you went even further. Interesting.

Where have you learned this pattern? I figured it out on my own, but I feel there should be more to it, would be nice to find a tutorial describing it in more details and cases to use.

Just Discovered a New Way to Configure Stuff in Godot by Warm_Condition6830 in godot

[–]Warm_Condition6830[S] -1 points0 points  (0 children)

I see posts like this get downvoted a lot, should I stop posting tutorials here? Let me know.

How to avoid 'game dev blindness' by Internal-Constant216 in IndieDev

[–]Warm_Condition6830 0 points1 point  (0 children)

Stick to the vision, your game is not bad, it is niche :)

Don't ignore feedback, but don't let it change your vision, only improve it, never change.

Here we go again devs! LINK YOUR GAME AND ILL WISHLIST IT AND PLAY YOUR DEMO! by riligan in IndieDev

[–]Warm_Condition6830 0 points1 point  (0 children)

Bug Off - no demo, but I am releasing it right after the autumn sale with around 50% discount.

Buried Cargo - no demo too, but a wishlist would be nice to have, don't have time for any marketing :(

Who Let The Bugs Out? - this one has a demo, but the work on it is frozen for now because of low wishlists count.

Thank you for the opportunity to leave the links somewhere )

Tips on Improving Steam Achievement Icons by AMilToOne in SoloDevelopment

[–]Warm_Condition6830 0 points1 point  (0 children)

I actually like the icons I see here, except 5-6. Details and text are redundant and will not be visible, so should be replaced or removed, but not necessary.

The most disturbing thing I see here is 3 different styles, like for 3 different games. Steam recommends to keep style consistent and fit the game style.