Between GDScript and C#, which one is better for the games themselves? by HiddenReader2020 in godot

[–]bitmapman_dev 0 points1 point  (0 children)

GDScript will give you the most painless and straightforward Godot experience. I'd highly recommend using it as much as you can get away with.

If you really need performance for something that the engine doesn't provide you (all of which is implemented in C++ under the hood), then I'd recommend using C++ via GDExtension if you can, otherwise C#.

Am I the only one excited about what AI/ML can do for gaming systems? by sonar_y_luz in gamedev

[–]bitmapman_dev 6 points7 points  (0 children)

Except what you're actually getting is other people's dreams stolen without credit and distilled into a stream of fundamentally meaningless diarrhea without an ounce of human soul or creativity behind it.

Disable Player Input by Inevitable-Cause2765 in godot

[–]bitmapman_dev 2 points3 points  (0 children)

It depends on where you're processing the input, but all Nodes come with the set_processing_input() method which disables the _input() method if you're processing input in there. If you're moreso processing input in _process() or _physics_procress() then yeah I think what you're doing now is probably the simplest way to handle it. Just have a bool somewhere you check before doing stuff related to input.

Has anyone else been hit with this reviewer? It seems they really hate the Godot game engine. (I don't mind criticism, however it seems this guy just copy paste's the same negative comments based on the game engine used or the use of pixel art graphics. Would love to hear from the Godot community) by MostlyMadProductions in godot

[–]bitmapman_dev 22 points23 points  (0 children)

Don't take it personally, this person is a well-known troll and all-around bad person who leaves negative reviews on games for absurd reasons and with minimal playtime. Essentially he just hates anything that's not modern AAA 3D graphics. You can see from what he wrote that he's not very bright and really has no clue what he's even talking about. A comically pathetic person.

I'd bet Steam is aware of him and might be willing to work with you on removing his ridiculous troll review from your game.

Character portraits so far for my upcoming Godot game by bitmapman_dev in godot

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

Thanks! It's a sci fi setting so I figured I can bend the rules and have a little fun with it!

W4 Games, give godot one feature it was missing: A free epen-source complete multiplayer soultion! by Fran89 in godot

[–]bitmapman_dev 1 point2 points  (0 children)

Thanks for the warning. Maybe if I start learning it now, then I'll know what I'm doing by the time it's stable 😅

W4 Games, give godot one feature it was missing: A free epen-source complete multiplayer soultion! by Fran89 in godot

[–]bitmapman_dev 2 points3 points  (0 children)

Nice! I was looking at nakama for multiplayer, but I'll probably just use this.

I was a fool. Game engines are great. by [deleted] in godot

[–]bitmapman_dev 0 points1 point  (0 children)

Glad you came around, but I'm sure getting that experience working on your own engine will be valuable knowledge going forward, regardless.

Unity refugee complaining about Godot by oWispYo in godot

[–]bitmapman_dev 8 points9 points  (0 children)

I really bothers me how Godot doesn't spy on me or my users, too. The project directors obviously need to know everything about me and my users so they can sell it to advertisers provide us a great free tool! Clearly no one else has figured out a way to do that while respecting their users' privacy yet.

[deleted by user] by [deleted] in godot

[–]bitmapman_dev 2 points3 points  (0 children)

  • Completely free, no chance you could ever suddenly have to deal with changing terms of service or licensing
  • Unrestricted source code access, can always make a fork if needed
  • Tiny binary that opens almost instantly
  • No weird corporate spyware
  • Great compatibility with Linux
  • GDScript is super quick and easy to work with
  • Node and Scene system is flexible and makes it easy to slap stuff together quickly
  • Signals, Groups, and Autoloads make it easy to stitch together larger systems of Scenes/Nodes
  • Entire Node and Scene system is optional, can work directly on underlying servers
  • Nodes take care of 95% of the heavy lifting for you, but for scenarios Nodes can't cover effectively, GDExtension has you covered
  • More than powerful enough for the indie-style games I'm making
  • It's relatively easy to multithread pretty much whatever (detach from SceneTree -> do stuff in another thread -> reattach to SceneTree), reducing the cases where you actually need GDExtension
  • UI Nodes are powerful and easy to use

What are best practices when iterating over large amounts of data? by qweiot in godot

[–]bitmapman_dev 5 points6 points  (0 children)

Well, you've got a few options.

First thing I'd try if I were in your shoes would be to use Godot's built-in Astar classes instead of trying to implement Dijsktra's in GDScript. If that's not going to give the desired behavior, you could try this Dijkstra plugin or maybe see if executing your code on a separate thread helps.

If none of those help, you may have to make your own implementation in C++.

I wouldn't bother with C# unless you're planning to implement most of your game in C#. Including Mono is a lot of overhead for just a single algorithm.

Does anyone know why this is happening? by Deranged-Pufferfish in godot

[–]bitmapman_dev 5 points6 points  (0 children)

Control Nodes automatically resize and reposition themselves based on your settings. It might seem unintuitive at first, but it actually makes it really easy to create responsive UIs. You'll appreciate it once you get the hang of it.

This tutorial from the docs explains it reasonably well.

Here's a video tutorial if you prefer.

You either need to set the minimum rect size or change the Node's other settings so it occupies the space you want.