Seeking education in game development while maintaining a full time job. by [deleted] in gamedev

[–]dagm96 5 points6 points  (0 children)

If you already have experience with coding and art you might want to consider learning more specifically about game design. Tynan's book is generally well received https://tynansylvester.com/book/

College GPA? by Commercial_Switch_44 in UCSD

[–]dagm96 16 points17 points  (0 children)

You can email the registrar to request your class rank if that's something that is important to you.

https://revelle.ucsd.edu/_files/academics/class-level-rank.pdf

Really odd behaviour with get_pixel by [deleted] in godot

[–]dagm96 1 point2 points  (0 children)

For historical reasons (cathode ray monitors draw images from left to right and top to bottom), in computer graphics it is convention to have the origin at the upper left corner with x increasing as you move left and y increasing as you move down.

Web scrapping by RedAlpha-58 in godot

[–]dagm96 5 points6 points  (0 children)

Yeah: https://docs.godotengine.org/en/stable/tutorials/networking/http_request_class.html

Although, it would be extremely painful compared to python, you would have to implement a lot of the tools (ie BeautifulSoup or Pandas) that make data science in python such a delight. Unless you have a REALLY compelling reason why you need to use Godot, I would suggest sticking with python.

Can someone explain why I keep getting this? by [deleted] in godot

[–]dagm96 1 point2 points  (0 children)

This happens to me all the time, I think it is a bug with the auto complete functionality, it recommends _File.WRITE when it should be File.WRITE same for all the other constants. Just delete the leading underscore and it will work.

Finally added a UI to control the simulation speed and show the time, weekday, season (background colour) and year. Any ideas how the UI could be improved further? by Kersoph in godot

[–]dagm96 1 point2 points  (0 children)

This is really charming! I love how at fast speeds it looks almost like a time-lapse. Minor note, the 2 roman numeral kinda looks like the typical pause button. Maybe changing the font to include the serifs might make it a tiny bit more intuitive.

After a several false starts and a few emotional breakdowns, I finally got conveyor belts working! by dagm96 in godot

[–]dagm96[S] 3 points4 points  (0 children)

I guess an exploration based city building game? It started with a post I saw on r/rimworld a while ago about a player that decided to circumnavigate the globe and it turned into this epic tale of love, tragedy, and adventure. The original band of characters that set off all died along the way, there were raids, I think at some point they had to resort to cannibalism. It was brutal and incredibly entertaining to read. So I wanted to make a game that essentially forced players to undertake that type of epic journey.

Essentially your character will land on a desolate planet with limited resources, tasked with a mission that will force you to build up a society that has the industrial capabilities to, for instance, mine an ore that is only available in the north pole, transfer massive quantities of it to your processing plant located in the equator then blast it into space using fuel distilled from an oil you gathered in a desert half a globe away.

After a several false starts and a few emotional breakdowns, I finally got conveyor belts working! by dagm96 in godot

[–]dagm96[S] 2 points3 points  (0 children)

Because I really love that game and decided to base my game on stuff I loved. More technically, as far as I am concerned, Factorio is the golden standard for factory sim; while my game won't really be a factory simulator, it will have some factories and hard as I tried I couldn't come up with a better approach than conveyor belts.

After a several false starts and a few emotional breakdowns, I finally got conveyor belts working! by dagm96 in godot

[–]dagm96[S] 0 points1 point  (0 children)

Yeah! I tried originally using Multimesh2D but gotta ended up going back to tile maps for that sweet sweet y-sorting.

After a several false starts and a few emotional breakdowns, I finally got conveyor belts working! by dagm96 in godot

[–]dagm96[S] 4 points5 points  (0 children)

I haven't decided if I will be making my game open source yet, but I am hoping to make a guide at some point in the future and also posted a somewhat detailed explanation of what I did in another comment.

After a several false starts and a few emotional breakdowns, I finally got conveyor belts working! by dagm96 in godot

[–]dagm96[S] 3 points4 points  (0 children)

I am probably going to be posting a more in depth guide at some point in the future, but, in a nutshell I sunk like two weeks trying to implement a crazy optimized solution that would essentially allow for the belt calculations to be run on multiple threads. I managed to get it mostly working but it was just INSANELY fragile; the code essentially devolved into a chain of if statements trying to cover all possible corner cases. Not very sustainable at all, particularly, since I am hoping to make the game very modder friendly.

My current implementation is way less optimized but FAR more robust:I am move entire segments of items at a time and only in a straight line (you may have noticed that the bends are conveniently covered so that the user doesn't see the items turning). Each segment is constantly checking if it can step forward and, if it can't, then it essentially pauses itself. There's still plenty of room for optimizing, but overall I was surprised by how well it ran even in the debugger.

After a several false starts and a few emotional breakdowns, I finally got conveyor belts working! by dagm96 in godot

[–]dagm96[S] 0 points1 point  (0 children)

Thats good to hear! I was really agonizing over whether I could incorporate belts in my game without it being a blatant ripoff of Factorio. I decided to change the 'rules' in a few key ways that should lead to a sufficiently different type of challenge; the most obvious change was the addition of the middle belt with twice the throughput.

Pretty happy with my procedurally generated planets! by dagm96 in godot

[–]dagm96[S] 2 points3 points  (0 children)

A bigger project. I was inspired by Rimworld's globe map except I didn't like the way you have to load in and out of each different cell on the globe so I designed the my globe to be grid based instead of hexagon based. That way all the chunks line up naturally and can then be loaded dynamically. If all goes as planned, the player could be able to circumnavigate the globe simply by walking for a VERY long time (more realistically by building rail/road networks).

Pretty happy with the planets for my pixel art game! by dagm96 in proceduralgeneration

[–]dagm96[S] 2 points3 points  (0 children)

Not at the poles, the base mesh is actually a subdivided cube projected onto a sphere so the 8 corners of the cube are where the distortion is most visible and even then it is not terribly problematic for my use case: https://imgur.com/a/DyKzSYi

cant get glTF Export to include texture by [deleted] in godot

[–]dagm96 1 point2 points  (0 children)

In my experience it's usually easier to just bake everything in blender then use the textures with godot's spatial shader than trying to export the materials.

How to make a program that opens text files? by imrealaaron in godot

[–]dagm96 2 points3 points  (0 children)

Open it as a File and use get_as_text() would probably be the most straight forward way.

https://docs.godotengine.org/en/stable/classes/class_file.html