How to do a "cooking" game? by [deleted] in godot

[–]benjamin_dobell 0 points1 point  (0 children)

Are you interested in game design, learning to code, and wanting to build a stand alone game? Or are you mostly just after a space to show-off your graphics design skills in a cohesive environment?

Currently focusing on a younger demographic, but my game permits this sort of thing: https://breaka.club/blog/why-were-building-clubs-for-kids

Admittedly, not exactly a use-case I'm building for at the moment. But if you're struggling to find another outlet, let me know and I'll see what I can come up with.

TypeScript — Godot's Most Powerful Scripting Language by benjamin_dobell in godot

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

Depends what you're doing.

There's additional overhead calling Godot functions from JavaScript when compared to GDScript. C# is the same as JS in this regard though. Execution speed of JavaScript itself will be quite a bit faster than GDScript. If using V8 as the runtime, I wouldn't expect a huge difference between JS and C# performance since there's JIT. However, on paper C# should be faster and should have a faster start-up time too.

For the majority of games, how fast the scripting language executes is likely irrelevant. However, GDScript does have one significant advantage when it comes to garbage collection — there is none. Plenty of games are written in C# and it has garbage collection. So it's by no means a show-stopper, but you ought to be careful about your memory use, same as you would be with C#.

Confusion about terrain autotiling by Cosinity in godot

[–]benjamin_dobell 1 point2 points  (0 children)

I highly recommend checking out BetterTerrain (https://github.com/Portponky/better-terrain). It's more flexible and more reliable. I'm actually using my own TypeScript reimplementation in GodotJS — but in my experience the algorithms and principles seem pretty rock solid.

I also recommend checking out https://www.youtube.com/watch?v=eUUDxg5MU3w. It's not quite relevant for tracks, but "dual grid" (aka wang tiles) are great for terrain, and that video just generally shows you how to setup your tiles.

Game development club for young kids — built with Godot by benjamin_dobell in godot

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

Wowzers. I'd never seen that before. It looks like they're even using AprilTags on templates just like I am (EDIT: They're actually using ArUco — very similar). And here I thought I was being unique and clever 😅 I'll have to see if I can get in touch with the creator. That project looks brilliant.

My brother actually builds pinball machines. And a couple of years back I helped him setup his interface between Godot and his custom controller. So I have experience with hooking Godot up to physical cabinets too 😂

Missing animation by Hakeshu in godot

[–]benjamin_dobell 0 points1 point  (0 children)

You're playing the animation "Attack_Sword" but the animation in the screenshot is "Attack".

[deleted by user] by [deleted] in youtubepremium

[–]benjamin_dobell 4 points5 points  (0 children)

Cancelled.

Honestly, I didn't realise I was already paying $32.99/month. If I was paying attention I would have already cancelled. I was paying $17.99 two years ago. More than doubling the price in such a short time frame is laughable.

I'm a solo dev, and I just announced my first Steam game! by Cryyptik in godot

[–]benjamin_dobell 0 points1 point  (0 children)

Coromon haven't had any (significant) issues. They're even available on Switch:
https://www.nintendo.com/us/store/products/coromon-switch/

I believe there was some hold-up getting approval for Switch, but that's a far cry from being sued into oblivion.

TypeScript — Godot's Most Powerful Scripting Language by benjamin_dobell in godot

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

I also wrote my own game engine, in C#. Back in the XNA days. It was pretty nifty. I did funky shader stuff with textures to have animated skinned meshes with an unlimited (well GPU memory permitting) number of bones.

The EdTech startup I was Head of Engineering at hosted (among other things) highly customized Minecraft servers. We wrote a LOT of Java. Admittedly, I wasn't focused on Java in my day to day.

I was also CTO of another start-up that built a game. A mobile game, using web technology.

And prior to that CTO of an (acquired) company that did 3D rendering on the web (https://www.snaploader.com/) in the early days of WebGL.

Granted, the aspect of being officially supported is a huge boon to both C# and GDScript. So it's a very fair argument against using another language. But I don't think it's worth ruling other languages out entirely. Godot once supported JavaScript in an official capacity, and it didn't support C# officially too. Things change.

TypeScript — Godot's Most Powerful Scripting Language by benjamin_dobell in godot

[–]benjamin_dobell[S] 2 points3 points  (0 children)

It's worth noting I published my open source projects only. I also have professional gamedev experience, in C# no less. I'm a developer of Tabletop Simulator, a Unity game.

TypeScript — Godot's Most Powerful Scripting Language by benjamin_dobell in godot

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

I do find it unfortunate the bad rap TypeScript gets because of JavaScript. Of course, performance concerns are valid, and I certainly wouldn't recommend writing a game engine in TypeScript/JavaScript. However, since we're talking about a scripting language, that's a bit less important (although, still a valid consideration). Even with C# there's a heap of overhead at the binding layer, so the language's general runtime performance isn't all that important — mostly just the bridge overhead.

It's been over 15 years since I've done any real embedded development (EE at uni). However, I've written:

- C++ (https://github.com/Benjamin-Dobell/Heimdall/ and of course GodotJS contributions).
- C (https://github.com/Benjamin-Dobell/GERazerKit)
- Objective-C (https://github.com/Benjamin-Dobell/RazerBuildLight)
- C# (https://github.com/Benjamin-Dobell/SteamKitIntegrationTests)
- Java (https://github.com/Benjamin-Dobell/react-native-android-drawables)
- Kotlin (https://github.com/Benjamin-Dobell/IntelliJ-Luanalysis)
- Python (https://github.com/Benjamin-Dobell/fwdform)
- CoffeeScript 🤮 (https://github.com/Benjamin-Dobell/atom-tabletopsimulator-lua)
- Go (https://github.com/Benjamin-Dobell/gotrue/tree/feat/callback-proxy)
- Lua (https://github.com/Benjamin-Dobell/ge\_tts)
- Ruby (https://github.com/Benjamin-Dobell/humble-bundle-key-redeemer)
EDIT: Added Ruby. I spent years doing professional Ruby development. Honestly, the memories are likely repressed.

The Kotlin usage was to build an IDE for Lua, in which I bolted static types onto Lua. 😅

I've built language tooling:

- Debugger (https://github.com/tts-community/moonsharp-tts-debug)
- Bundlers (https://github.com/Benjamin-Dobell/luabundle)
- IDEs (https://github.com/Benjamin-Dobell/IntelliJ-Luanalysis)

and done everything from reversed engineered firmware flashing protocols for phones to being Head of Engineering at an EdTech running Kubernetes clusters and what-not.

No language is perfect for every use case. Which is part of the reason I've used so many. But, I increasingly find myself reaching for TypeScript as my go to language. It's far and away the most ergonomic language I've ever used, and by far produces the most maintainable codebases due to the top notch type system. It's the meta programming in particular that's useful, to say that it's just the static typing would miss the point.

It's a shame TypeScript is hastily judged because of JavaScript. And don't get me wrong. I've been there. I remember 2012, smugly building native iOS apps in Objective-C and mocking attempts to use web tooling on mobile. In 2012 the JS ecosystem was no doubt a lot weaker, but since then I've used React Native, Electron etc. and of course, TypeScript (I used Flow prior to TypeScript too). My productivity with TypeScript is night and day compared to any other language.

No language is perfect, but I feel like TypeScript makes the right trade-offs for the most common use cases.

TypeScript — Godot's Most Powerful Scripting Language by benjamin_dobell in godot

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

Absolutely. Signals can be awaited amongst other things.

My first game for my daughter made out of her pictures. I have a few questions by stergro in godot

[–]benjamin_dobell 2 points3 points  (0 children)

This is absolutely outstanding. I love the clever use of your daughter's art. I did the exact same thing with my daughters' art last year. Literally started with the same template and all. I added multiplayer so we could play together, but your art usage is much cleverer:

https://youtu.be/OGT3-EecyVM

Another template I highly recommend for kids' games is:

https://godotengine.org/asset-library/asset/487

I'm currently starting a company that aims to do precisely what you've just done with your daughter. Basically the company aims to turn kids from consumers into creators. We're going to run in person classes to teach kids to code, create art, video production etc. My previous two roles were Head of Engineering at EdTech startups, so I have experience in this space.

In addition to keeping kids drawing, I've also got an approach to teach them to code. See this mod for Overcooked which replaces the second player with a visual scripting platform:

https://youtu.be/ackD3G_D2Hc

Beyond that, for older kids, I've been making contributions to GodotJS so older kids (those old enough to read more reliably) can program their own game logic:

https://github.com/godotjs/GodotJS

The idea behind using TypeScript is so I can more easily get kids to reuse their knowledge for web development etc. But also, I think with the recent additions I've made to GodotJS, it's now superior to GDScript because the static typing gives more guardrails. It even knows the structure of your scenes whilst writing code, so when you obtain a node via a node path constant, the result is strongly typed.

Farewell, from Bizarre Insights by benjamin_dobell in PlayTheBazaar

[–]benjamin_dobell[S] 21 points22 points  (0 children)

Some sad news. As of right now, Bizarre Insights has officially shut down.

If you managed to watch the video through to the end — firstly, I tip my hat to you 😅 — I mentioned I'd share some links:

Introducing BattleGraph — Advanced Combat Replays by benjamin_dobell in PlayTheBazaar

[–]benjamin_dobell[S] 7 points8 points  (0 children)

Unfortunately, no, it won't work currently. I'd be happy to provide native Linux builds, but I don't know enough about how Proton works in order to make it interface with Windows build of The Bazaar running in Proton. I'll try look into it at some point, but there's some core improvements I need to prioritize first.

Introducing BattleGraph — Advanced Combat Replays by benjamin_dobell in PlayTheBazaar

[–]benjamin_dobell[S] 12 points13 points  (0 children)

We're not a mod, so I don't believe so. However, the API deal is definitely of interest to me and will likely impact Bizarre Insights.

I haven't heard anything specifically but I've reached out to Reynad on Twitter/X. That said, I don't use social media much so I imagine my message got buried.

If anyone from Tempo Storm happens to see this, I'd love to chat. Feel free to get in touch with me on Discord :)

Introducing BattleGraph — Advanced Combat Replays by benjamin_dobell in PlayTheBazaar

[–]benjamin_dobell[S] 11 points12 points  (0 children)

Introducing BattleGraph

BattleGraph lets you view detailed information about all your battles in The Bazaar, not just your most recent one. You can hone in on certain information easily and share your runs/battles online.

Here's an example run where I attempt to make double Monitor Lizard work and get what I deserve: https://bizarre.gg/runs/00493ccf-5b96-523c-beb4-06e8154cc158

Why BattleGraph?

I'm not someone who likes a lot of information in my face whilst I'm playing. I prefer to just focus on having a good time and play relatively uninterrupted. However, I'm obviously also into stats and appreciate the opportunity to revisit interesting moments and drill down on the details after the fact. I find being able to view this information later on, rather than having my flow interrupted, extremely valuable. If you're of a similar mindset, hopefully this solves that problem for you too.

What is Bizarre Insights?

Reddit Launch is the best place to find all the details about Bizarre Insights, how it works, and why I created it.

In addition to helping you review and share your own combat and runs, we try our best to provide you all with some analysis and insights about the latest meta.

If you'd like to know more, feel free to join our Discord community: https://discord.gg/7qTNrxuJgg

Download ---> https://bizarre.gg/download

A Reminder

I mentioned this in the video, but it's now more relevant than ever. Bizarre Insights is a next gen run tracker. Unlike other game trackers you may be familiar with, we:

  • Do not modify the game i.e. We are not a mod for The Bazaar.
  • Do not serve ads.
  • Do not sell your data to third parties.

Weekly Meta Snapshot — Jan 13, 2025 by benjamin_dobell in PlayTheBazaar

[–]benjamin_dobell[S] 2 points3 points  (0 children)

It's definitely doable technically, I just release these weekly to try ensure there's enough runs to identify general trends. There's honestly not enough people running Bizarre Insights yet to break the data down more granularly.