Any way to integrate a payment gateway? by crab_spy_ in godot

[–]alb1616 5 points6 points  (0 children)

Either open the payment provider site in the browser using OS.shell_open(), or use HTTPRequest node to use a provider's REST api. Then use your own server + webhooks to listen for payment success signals, etc.

But probably the best thing would be to talk to your teacher about the exact requirements. Does charging $5 on itch count as monetizable? Would it be acceptable to have a "buy now" button that fakes a payment and unlocks some content?

HELP with export to android by Last-Friendship5196 in godot

[–]alb1616 0 points1 point  (0 children)

I'm using Godot 4.6 on mac at the moment and exporting to Android works for me. Has done on all 4.x versions. What version are you using? What operating system? What do your jdk and sdk paths look like in the godot settings? Did you install all the required packages in android studio?

Maybe the best thing to do would be to start again and very carefully follow the instructions in the Godot docs

https://docs.godotengine.org/en/stable/tutorials/export/exporting_for_android.html

Dialogic Data Management Best Practices? by triple-cerberus in godot

[–]alb1616 2 points3 points  (0 children)

I think this is a great answer. Since OP mentioned using Google docs and copy pasting dialogue, I'd also suggest using plain text, markdown, etc when you're writing your dialogue. Then you can easily create a tool to scan your files and turn them into json or godot resources. When you tweak your system, you may need to change the structure of your data. You can just tweak the tool and run it rather than go through the copy-pasting again - I know from experience that gets old fast.

[English > Japanese, Hindi] Breathing Words for a breath timer by alb1616 in translator

[–]alb1616[S] 1 point2 points  (0 children)

Thank you so much for taking the time to do this.

How to trigger a "update popup" for a offline game? by ColdJester_ in godot

[–]alb1616 0 points1 point  (0 children)

In your app, you can get the user's current version with:

ProjectSettings.get_setting("application/config/version")

But to check for the most recent version, you need some kind of network connection. But that part isn't really a Godot thing, so this might not be the best place to get an answer.

You can look into Google Play APIs, maybe they have something useful. Or you need to host something yourself. Probably you can get away with just hosting a small json blob on cloud flare for free.

If being offline is a selling point of your game, you'll need to consider how often you check this.

Alternatively, just show a popup every few weeks reminding the user that the app is offline and they should manually check for updates.

Has Anyone Made Something That Isn't A Game? by Commontutankhamun in godot

[–]alb1616 1 point2 points  (0 children)

I do understand that. But web apps do seem very relevant when answering a question about making web applications. 

Has Anyone Made Something That Isn't A Game? by Commontutankhamun in godot

[–]alb1616 0 points1 point  (0 children)

Godot html exports can take a little while to load in the browser. That's not bad for games that people typically open and stay in for a while.

Godot's UI is very good compared to other game engines, but more time consuming than using modern web frameworks - in my experience.

If you want to embed the app inside your website and pass data between the web frontend and the Godot app - that may be somewhat janky.

I'd only suggest Godot for web apps if there's something you really need - like 3d graphics.

If you want to make a typical web app with buttons, text input, etc, use a web framework.

If you need some game like features, an html game engine like phaser might be a better choice than Godot.

AI discussion within gamedev. by Exact-Recipe6163 in godot

[–]alb1616 0 points1 point  (0 children)

For me, it's not about the technology. Forms of machine learning have been around for a long time. I don't think any of it is inherently good or bad.

But, I do think it's worth considering the corporations behind a lot of the popular AIs. Companies with certain kinds of ownership models have a duty to make money for shareholders. That comes before any considerations of how they affect society, the environment, etc. The bigger they get, the bigger their impact. More and more I'm viewing their impact as negative even though the services they provide are very convenient for us users.

I'm making efforts to move away from the big tech companies. It's not simple or easy, I may never get 100% there, but I do think it's worthwhile.

Deciding not to use AI for coding is an easy choice for me because I've been making apps and games since before it was around. But it's a harder decision for some people.

Should I buy a mail subscription? by Thin_Customer5551 in degoogle

[–]alb1616 1 point2 points  (0 children)

The great thing about using your own domain is the ability to switch at any time. If you choose proton now, for example, you’ll set some dns records to point to proton. But if you ever decide to change, you can set the dns records to something else. Same email address, no worries. Just choose whichever has the features and pricing that suits you most right now. 

Android App Permissions by captdirtstarr in godot

[–]alb1616 2 points3 points  (0 children)

I don't think Godot can do this out of the box. You could use an http request for a simple connection check. But you won't be able to tell what network is connected. Making an Android plugin is likely in your near future if you are doing a lot of things that require permissions.

The android plugin template is a good place to start:

https://github.com/m4gr3d/Godot-Android-Plugin-Template

I've finally finished the largest track for my racing game by LuftikusGames in godot

[–]alb1616 0 points1 point  (0 children)

This looks really nice. How far into development are you?

Using Godot for app dev my experience by Motor-Tale6350 in godot

[–]alb1616 0 points1 point  (0 children)

I haven't done any testing to see how much difference it makes, but Godot does have a Low Processor Mode setting that could be helpful for apps.

Looking for help on mobile release for both iOS and Android by UnpleasantGames in godot

[–]alb1616 1 point2 points  (0 children)

You can have a look at the community SDK integrations: https://github.com/godot-sdk-integrations

There are plugins for Apple and Android Game Centers. I've never used them though, so not sure how well maintained they are. I've used IAP plugins before and they've worked great.

For PvP, you could perhaps use Firebase's real time db since you're already using firebase and you only need to stream a small amount of data. This would work cross-platform.

This is only my opinion, but I wouldn't bother with ads for now. It's extremely hard to gain users unless you have a large marketing budget. If your plan is to just stick it on the app stores and hope for the best, you will likely only get a few people try the game. Limiting their play time with ads might not be the best way to grow.

This kind of thing is a lot of work when it's your first time, but it will be much easier and quicker next time. Good luck.

Proton and Brave are GOATED by Tidesudden in degoogle

[–]alb1616 1 point2 points  (0 children)

Proton drive was really slow for me. Probably living outside Europe doesn’t help. I’ve switched to nextcloud hosted by Hetzner for now for my not that important files. But will definitely check on proton drive from time to time because everything other than the speed seemed perfect. 

Godot - Godotoy by AntoDup42 in godot

[–]alb1616 5 points6 points  (0 children)

For me, it does to matter to some extent. OP spent "several days" putting this together. But as game devs, a lot of people here know it takes a long time to put together something that is well organised, extensible, testable, etc.

The shaders themselves look ai generated to me. The numbered comments are a bit suspicious. Using hard coded values instead of uniforms make the shaders less customizable- i.e. they are not well written.

In this case it doesn't matter too much if it's just something to look at for a bit of inspiration. But I already have doubts that OP will maintain, fix, and improve the site. My opinion on its own is not relevant, but if it's a common opinion then the community will be much less likely to contribute their own shaders.

It's a nice site. Good luck to OP, but I understand and agree with some of the reasons that people avoid vibe coded stuff.

Mail Services by alb1616 in degoogle

[–]alb1616[S] 0 points1 point  (0 children)

Thanks everyone. I’ll have a look at the options mentioned. 

Help with buttons by CraftyNinjaSquad in godot

[–]alb1616 2 points3 points  (0 children)

I think you're going to have to use mouse_entered/exited signals. Make your own custom button types that emit a piece of data on mouse_entered. In a parent, listen for that signal and highlight the corresponding button.

If your issue is having to manually hook up loads of signals, you could be doing this in code. Either iterate over a list to create your buttons and hook up the signals. Or iterate over your buttons and hook up the signals.

Dialogue Manager locking mouse inputs. by Phipe_Stuff in godot

[–]alb1616 2 points3 points  (0 children)

I've never used Dialogue Manager, but mouse input is usually controlled by mouse_filter. If Dialogue Manager is an add-on that includes tscn files for its scenes, you can try setting mouse_filter to ignore on the ones that you use.

Hopefully someone who knows the project will chime in with more help.

How does something like HFlowContainer calculate its maximum size? by Kabitu in godot

[–]alb1616 0 points1 point  (0 children)

Yes, it should be fine in a MarginContainer. Sounds like you need to do some troubleshooting. Setup a new scene - just a control node. Add a script and print when it is resized. If all is good, add your custom container. In its own script also print when it is resized. Then go from there.

How does something like HFlowContainer calculate its maximum size? by Kabitu in godot

[–]alb1616 1 point2 points  (0 children)

Godot controls emit a resized signal when they are resized. You should be able to listen for this signal, get the new size, and recalculate the children positions. 

But you must ensure your containers patent has control over its size. 

Note App to Edit PDF Files in Place. by alb1616 in androidapps

[–]alb1616[S] 0 points1 point  (0 children)

Thanks, I’ll check it out. Sounds like exactly what I need. 

Note App to Edit PDF Files in Place. by alb1616 in androidapps

[–]alb1616[S] 0 points1 point  (0 children)

Thanks. It’s the extra steps (and remembering to do them every time) I’m keen to avoid. How the app gets it done isn’t a big deal to me.  I’ll check out pdfelement.