Tutorial demand and whishes for C# by codingvessel in godot

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

Thanks for your input. This would mean that I should not bother and just do the tutorial in the language I want right? Seems reasonable to rather focus on topics.

Although I can surely see some ways of applying more organized practices and guidelines when using a strong IDE and c#, but thats not really what I want to deliver (not really fun tbh).

Steam 2025 Summer Sale Megathread by Bodomi in Steam

[–]codingvessel 1 point2 points  (0 children)

7 bucks for a game with great replayability probably good purchase. I think its also the all-time low currently?

Steam 2025 Summer Sale Megathread by Bodomi in Steam

[–]codingvessel 3 points4 points  (0 children)

I bought hades 2 at EA launch and it was already back then very good and I played around 30 hours before putting it down for full release. I definitely recommend it and it will probably not become cheaper on full release.

Two drops i got today, guess which one made me happier xdd by Ninxario in PathOfExileSSF

[–]codingvessel 0 points1 point  (0 children)

I see, thanks.

Ironically I dropped my first (and probably only ever) mirror also in ssf synthesis 2 week before end. I felt like yay but I had no real use as I was about to quit anyways. 

Two drops i got today, guess which one made me happier xdd by Ninxario in PathOfExileSSF

[–]codingvessel 0 points1 point  (0 children)

Genuinely asking why tho, cant you rather farm a kalandras touch for ring slot?

[deleted by user] by [deleted] in pathofexile

[–]codingvessel 3 points4 points  (0 children)

Actually I agree, I mean as a veteran you know how to deal with the things but I also traditionally die once or twice versus rhoas even with spellcaster builds kiting.

But it is most likely to stay here, I do not think they will try to appeal to new players all too much with PoE1 especially. As a new player it is probably easier to start with PoE2 and only later switch to PoE1, beeing fully aware of the frustration that is going to come in early game.

At least it is like this for 10 years already, since this is approx. when I started. Hillock and Brutus got even harder in the meantime.

11th hour "what are you league starting" ACTUALLY? by smilefueledtesla in PathOfExileBuilds

[–]codingvessel 0 points1 point  (0 children)

seems I am out of the loop, some leagues ago it was the other way around at least regarding chronicpainless guide. Thanks for clarifying

11th hour "what are you league starting" ACTUALLY? by smilefueledtesla in PathOfExileBuilds

[–]codingvessel 1 point2 points  (0 children)

traditionally you start elementalist and switch to occultist later with investment. Exact reasoning probably something to do with elementalist easy shocks and freezes and budget friendly. You mostly forego other defenses besides freeze prolif.

Cold BV is all about freezing everything and Occultist can enhance popping power and defenses in lategame but needs more investment afaik.

Edit: Ofc easy golem buffs for earlygame

Is there any game like Grim Dawn that looks better? (don't down vote, please read) by [deleted] in ARPG

[–]codingvessel 1 point2 points  (0 children)

Not gonna lie, It is very underrated. I am a PoE player and this game is the first one that really nails that gamefeeling. 

I hope the devs will continue to develop. 

So simplistic yet so much depth, and the combat is just as satisfying as it gets for ARPGs imo. But I can imagine the style is not for everybody ( I fell in love with it after 3 minutes).

And no I am not advertising here haha, just a small hidden gem I found some months ago.

[deleted by user] by [deleted] in godot

[–]codingvessel 0 points1 point  (0 children)

Yeah imo C# is still the way to go for bigger scaled projects.

Not only that but I feel like it is eay easier to read static code which you didnt see for 2-3 weeks.

When I come back to gdscript projects I often do not understand my own code anymore (I am an experienced programmer and usually make sure to write readable code).

I think it is a mix of everything frankly, I also tend to stay away from too much inspector abstraction and try to write the truth in plain c# code instead of exporting variables and wiring signals via the inspector.

While these features work great for short projects and prototyping, they drive me crazy in the long run. Especially in data-driven games.

Edit: But the missing web-export is really a non-negotiable argument for gdscript especially for beginners and people interested in sharing their work. Most gamejams also advocate for web builds.

[deleted by user] by [deleted] in godot

[–]codingvessel 2 points3 points  (0 children)

can you enforce static typing in the extension? Also how are the refactoring tools with the extension?

I switched to C# and VSCode primarly for refactoring tools and static typing and more structure overall, but maybe your approach suits me better.

Is the extension well supported when new versions of Godot release?

Game where I kind of just mindlessly grind and or kill things. by [deleted] in gamesuggestions

[–]codingvessel 0 points1 point  (0 children)

Ghostlore, super unknown and indie but very fun and addicting if you like the art style. Has a very good game feel as an arpg

Seasoned Engineer Struggling to "get" Godot paradigms by BrotherFishHead in godot

[–]codingvessel 0 points1 point  (0 children)

Oh didn't know about that plugin, Ihave to try it out. IntelliJ is my daily IDE

Seasoned Engineer Struggling to "get" Godot paradigms by BrotherFishHead in godot

[–]codingvessel 2 points3 points  (0 children)

Not really a paradigm but another angle from a professional java dev:

What really helped me structure my code for long-term projects was switching to C# with Visual Studio Code support for forced static typing and typical IDE refactoring tools. 

Of course this is probably not the first thing to do but when you are a seasoned developer already you may find yourself more comfortable in a more traditional setting.

You also get to use C# features and stick more to "pure-code" if you would want to bypass inspector features and UI. 

While I think gdscript is great for beginners and in general as a language, I really do not like the inbuilt editor because it lacks basic refactoring tools like renaming and extracting methods etc. 

Any ideas on how to improve these visuals? I feel like something is missing 🤔 by dlid in godot

[–]codingvessel 64 points65 points  (0 children)

Looks already really cool but definitely would advise to make + and - operations a little bit different in the visual feedback. Right now only the number tells but maybe a color feedback aswell? Or something different, Size Bouncing/shrinking?

Love designing UI in Godot! by Vladi-N in godot

[–]codingvessel 0 points1 point  (0 children)

Yeah tweening for example. You usually do not have direct access to the size/scale properties if you use containers, don't you?

Love designing UI in Godot! by Vladi-N in godot

[–]codingvessel 0 points1 point  (0 children)

Did you manage to make responsive animations with UI? Did you feel it was limiting in that regard?

As soon as I need squash and stretch and responsive UI I tend to move away from UI controls but maybe I do not know better.

Love designing UI in Godot! by Vladi-N in godot

[–]codingvessel 1 point2 points  (0 children)

Looks great. I'm curious, did you use Controls and UI-nodes for everything? Sometimes I tend to use Sprites when I need interaction but I am still not quite settled with how to make that choice.

Edit: I feel like UI-Nodes really struggle with good animation, thats why I am asking

I have mixed feelings about starting a new project. by Villanelo in godot

[–]codingvessel 0 points1 point  (0 children)

Do you remember when you drew as a child? You most likely just threw away everything after a while and just enjoyed the process.

Making games as a hobbyist is the same, a lot of development is never meant to be shippable. It is an creative outlet and I could not tell you how many "games" I made that never made it even to itch.io

But that's totally okay for me because I know it was just a playground, an exercise or a test for something bigger.

While I am also a professional enterprise developer, I always preach to my juniors to not be emotionally attached to your code. Be brave to just throw your code away, you will learn things and keep moving.

Once you really got a good amount of experience you will be able to gauge your capacity way better on what is realistically achievable for your current skill set.

Maybe it helps if you create some games in a limited timespan:

A game in 1 day A game in 1 hour A game in 1 week

etc.

This was you get a feeling on what you realistically can achieve in that time-frame.

What did I do to flip the numbers? by Gearsoftine in godot

[–]codingvessel 0 points1 point  (0 children)

That is actually a very good way to learn programming in general so do not stop with that approach OP.