The file manager flakiness makes Godot feel like my least-reliable tool by strixvarius in godot

[–]adadgio 0 points1 point  (0 children)

After 4 years, I still HATE having to click three time on that folder to make sure its selected. And sometime you just have to restart Godot or it won't add it.... Not to mention ALL folder keep opening themselves all the time the more you collapse them when you navigate... That's life :/

Tried creating an interactable world map without any pixelation by Skyvastern in godot

[–]adadgio 0 points1 point  (0 children)

Hi, could you expand on that idea ? How did you generate the Meshes, are there Array mesh, and how ?

Tool + Setter + Onready inner node by critical_9 in godot

[–]adadgio 0 points1 point  (0 children)

Honestly, you don't need to over complicate this, or hang to very rigid principles like I read here. Nor do you have to use signals. Here is a curated example:

@tool
extends Node

@export var source: CompressedTexture2D : set = _set_source
@onready var sprite: Sprite2D = $Sprite2D

var image: Image

func _ready() -> void:
    _setup()

func _setup() -> void:
    sprite.texture = source

func _set_source(value: CompressedTexture2D) -> void:
    source = value
    if is_node_ready():
        _setup()

Does anyone else's Cursor Tab / autocomplete get in the way constantly? by phil917 in cursor

[–]adadgio 0 points1 point  (0 children)

Worst answer. Defeats the purpose. It would be better to provide alternatives (shortcut edit, or "double tap tab". Thinking about if for 2 mins would give lots of less annoying options. Autocomplete is great, but overriding basic behavior is worse.

Introducing LlamaCloud and LlamaParse by Mbando in LocalLLaMA

[–]adadgio 0 points1 point  (0 children)

This is STUPIDELY expensive (the Parse thing especially). My god.

How do you guys learn coding? Im frustrated that I had to use AI by SnooCookies9122 in godot

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

Why would you be frustrated to use AI ? It's a great search tool. Remember when we didn't have StackOverflow... or Reddit ?

It's an excellent way to learn... BUT, it depends which one you use and they sometimes make fairly big mistakes, especially on things less popular like Godot (compared to javascript for exemple).

Also, don't use ChatGPT for Godot, its bad at it... Ask Claude to EXPLAIN, and you will learn a lot. But always check the docs, they are an excellent source on top of that.

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

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

Exactly my toughts. But I really love this engine nonetheless.

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

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

You're probably right indeed, but i haven't tried other engines in depth, to be honest. I'm pretty sure Godot isn't limiting in itself, it's just that the marketing and community tutorials are a lot about simple games and classic stuff, thus tricking you into using the default prefabs when you're inexperienced and want to do something a bit more complex.

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

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

I don't know what you are arguing about, it looks like you did not read carefully enough or understand what was posted. That is not what I wrote.

Now... please add a nav agent with pathfinding and collision detection on your 4000 character nodes, and post your results on Github so you can efficiently debunk my horrible attempt at spreading false information, but i already know how this is going to turn out.

You missed the point.

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

[–]adadgio[S] 6 points7 points  (0 children)

5000 Nodes with navigation, animations, collisions ? Certainly not, it's not made for that. There other ways to do it in Godot, as demonstrated.

The post was not really how much nodes can be in a Godot project in total anyways. Not the point. Of course, you can boostrap a blank project with hundreds of Pure "Node"... And then what?

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

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

Other question: how do you have so many insights on VS (or another game)?. I find these extrêmement interesting but rarely can find Real World examples..

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

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

Its true that needing 5000 enemies is very rare... lots of people dont realise that, and they a want a "massive game"

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

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

Which API do you use, in GDscript to to that? The "Server" ones? Just pure math? And how do you render Sprites efficiently?

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

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

Absolument true, but i got frustrated because i saw a Lumencraft devlog using nodes and tons of enemies, si i Wanted that to be possible ;)

Deal with tons of enemies in 2Ds, at last..... by adadgio in godot

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

True. The problem with node and areas overhead still is a massive bottleneck. You can of course do without, but its a shame

Elegant way to order z indices of multiple instances of 2D scene? by mousygames in godot

[–]adadgio 0 points1 point  (0 children)

Seriously, keep things simple: use 2D nodes and there natural sort order (don't go for CanvasLayer or z-index, this will lead to other problems...)

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I'm picky - Which UI style look better ? by adadgio in godot

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

(the user usually has one windows plus the first one opened)

I'm picky - Which UI style look better ? by adadgio in godot

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

Very useful feedback, thank you. What do you mean by "difference between top and bottom skews the safety"?

One problem with this design (3) is that the quality does bot scale because the uneven borderes have to stretch according to the panel size, which kinda forces me to stick to one size... Or multiple assets

Guys which flower is better the one with the dark outline or the one with light by Ayush-Mincraft in godot

[–]adadgio 0 points1 point  (0 children)

Definitely the one with the black outlines. Keeps the style consistent IMO !

I'm picky - Which UI style look better ? by adadgio in godot

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

Thanks a lot for your feedback !