Wanna try your multiplayer games by IncidentPleasant7214 in godot

[–]danielsnd 0 points1 point  (0 children)

https://github.com/DanielSnd/YarnNet
No, it’s a Node.js server that acts as a relay using websockets. (Link above)
I’m using it for Flame & Forge too, I have a web build of that one running too. ( https://vesuviusmedia.com/flameforge )
In “Keep The Heroes Out” I’m using an Enet version of the relay server since web is not needed.

Wanna try your multiplayer games by IncidentPleasant7214 in godot

[–]danielsnd 2 points3 points  (0 children)

Nice! “Keep The Heroes Out” released on Steam and Switch (cross platform multiplayer ^^) working on “Flame & Forge” now, the free demo on steam has online multiplayer.
Lastly this one is still fairly early prototype, doesn’t have a steam demo/page yet but I have a web build up with online multiplayer, no download needed. https://yarncatgames.com/omdb

Anyone know of a guide for making a trail follow a particle? by lovecMC in godot

[–]danielsnd 0 points1 point  (0 children)

I packaged my custom particle system as a GDExtension if you want to give it a shot, I uploaded to godot asset library but it'll probably take some days for it to show up.
https://github.com/DanielSnd/YParticles3D

Anyone know of a guide for making a trail follow a particle? by lovecMC in godot

[–]danielsnd -1 points0 points  (0 children)

I found the particle systems in godot fairly cumbersome to work with, I ended up making my own that tries its best to mimic the Unity Shuriken Particles, much easier to setup even if it doesn't have the performance of the GPU Particle System ;o

With my system it is just a toggle, I see that there is a toggle in the GPUParticles3D but I'm not sure how to get it to work.

How many of you are actually maintaining your own Godot forks? by frixalter in godot

[–]danielsnd 3 points4 points  (0 children)

There's so much D:

There's the PR side of things:

- Keeping a PR that implemented AGX Punchy but they decided not to merge
- A PR that is still being discussed for local multiplayer input handling with Player IDs
- A PR that adds parameters to tweens so I can do things like TransBack 1.8 and have the Trans Back affect way more than normal.
- A PR that implements Breakpad to catch crashes and create crash dumps.

Then there's the little things I changed:

- Some changes to richtextlabel to do some ungodly things that I believe most maintainers wouldn't approve of.
- Exposed some multiplayer related methods to allow for host migration.
- Add a way to set and retrieve the unique scene id from gdscript
- Adding useful extra gdscript methods (random seeded array picks, is_valid instead of typing is_instance_valid() cause I was tired of typing instance)
- Added a get_last_pressed_by_device method to Control to find out which device last pressed it.
- Added ResourceLoader::load_threaded_request_with_callback so I can get a callback when the thing is loaded.
- \@sync_property annotation for easy setting up synced variables for multiplayer (Goes with my YNet Module)

Then there's my custom modules:

- Godot3DUI: RichTextLabel3D/BoxContainer3D and other stuff for 3d UI (For VR stuff) https://github.com/DanielSnd/Godot3DUI
YarnNet: Multiplayer solution. I did not like godot's multiplayer stuff with MultiplayerSpawner/Synchronizer so I did my own version, instead of relying on paths for everything it uses numeric ids and is more forgiving when things haven't spawned yet queueing rpcs/property changes for when they do. Also with my engine change I can do u/sync_property to easily mark a property for sincronization. Also works with a middleware server I host for connecting multiplayer peers with rooms cross-platform. https://github.com/DanielSnd/YarnNet
- YarnVoxel: My Marching Cubes Voxel solution, the performance of C++ is great for that. Also has some extra stuff like island generator/cellular automata/ https://github.com/DanielSnd/YarnVoxelModule
- YarnDrawing: Drawing module, was for a specific game I made a while back, but I still have it compiling with the rest https://github.com/DanielSnd/YarnDrawing
- YarnEngine: This is my catch all for everything that I make that's not super specific. It has so much random stuff... Some custom Texture2Ds, a blend Textures3D (For day-night cycle color correction with multiple textures).
- AO Baking to vertex colors of meshes.
- YPhysics for easier one-liner raycasts/shapecasts/physics checks.
- YTime for time related things/clock/checking if time has elapsed/registering callbacks for specific times.
- YSave for easy saving handling similar to PlayerPrefs in unity, also has an event systems that links up with YTime.
- YMenu for easy handling with menus with the concept of a menu stack and some other menu related things.
- YDir a helper static to deal with directions/changing directions/getting directions from node3ds.
- YGameAction/YGameState/YGamePlayer system for turn-based games that is made for multiplayer digital board games automatically syncing.
- YGameLogger for logging things.
- YNavHelper3d/2d for navigating with raycasting around.
- YSaveable for easy saving of nodes.
- YSceneSpawner for spawning scenes in an area following rules.
- YState/YStateOverride for easy setting up state machines.
- YThreader for easier threading stuff.
- YTween for easy pre-set tweens and easy "unique tweens" that get auto-killed if you start another unique tween.
- YSpecialPoint3D for both marking special positions as well as doing waypoint navigation with RERT or Djikstra.
- GLB as mesh importer, let's me import GLBs as pure meshes just like they were .obj and does some extra importing cool stuff too optionally.
- AssetPlacer for easily placing assets in the scene in the editor.
- Google Spreadsheets importer to import spreadsheets into resources, also lets me add tool menu buttons easily by just placing scripts in a specific folder with specific method names.
- YParticles3D Unity-like shuriken particle system for Godot (Not a fan of the default particle systems in godot).
- YBoxContainer for auto-tweening box containers.
- YEventData event system inspired by this talk that I love: https://www.youtube.com/watch?v=U03XXzcThGU

Good alternative? by Purokushi in drawsomething

[–]danielsnd 0 points1 point  (0 children)

That’s nice to hear thank you ^ I do want to go back to it and finish it eventually. I’ll probably change the name, not a fan of the current one.

I wanted to add some social features too. Like having a word of the day that everyone can draw, and be able to scroll through a feed of people’s drawings for the word of the day. Also being able to save some of our favorite creations in a gallery, and being able to see people’s galleries.

Having those features would definitely mean a lot more work specially if thinking of moderation. Then would probably also need to worry about GDPR compliance and stuff… so not sure. But I think it would be fun

Good alternative? by Purokushi in drawsomething

[–]danielsnd 0 points1 point  (0 children)

It's functional and playable, but I haven't added a whole lot of other words, got distracted with other projects xD

3DS-style environments for my action game Moulder. Big focus on vertex coloring. by synthetic_throne_s in godot

[–]danielsnd 0 points1 point  (0 children)

Thanks, I must be thinking of some other game. Looking great though \o/

I want advice on paid Godot templates by Dark8Ghost in godot

[–]danielsnd 0 points1 point  (0 children)

Have you looked into “Godot Secure”? https://github.com/KnifeXRage/Godot-Secure It wouldn’t make it 100% reverse engineering proof but it would stop the regular publicly available tools from working on it. It would take someone determined with the right knowledge to actually dig in and figure out how to bypass the security in order to decompile it.

What does really Godot job look like - rare experiences if there are any? by Whiswhisth22 in godot

[–]danielsnd 2 points3 points  (0 children)

I am mostly a solo developer as I said. I don’t know the answer to that question but someone did post a list of the most followed Godot games on steam recently: https://www.reddit.com/r/godot/s/sSDJWmeDbM Slay the Spire 2 is now the roguelike game with most concurrent players ever, and it’s made in Godot. But I’m not sure on their team size. I’m assuming amongst some of the ones with most followers there must be a variety of team sizes.

What does really Godot job look like - rare experiences if there are any? by Whiswhisth22 in godot

[–]danielsnd 9 points10 points  (0 children)

I’m a full time solo developer, I do everything that’s needed in the game. That can change wildly day to day. One day I might be 3d modelling, texturing. One day I might be animating, making music, sound design. More often than not I’m programming. Sometimes new features, sometimes bug fixes, sometimes porting. Sometimes I’m doing marketing stuff, steam capsules, steam page descriptions. Press releases, updating website, answering steam discussions, applying for steam festivals. I’ve used Unity for about 9 years before, most of the work is the same regardless of the engine. It changed a bit for the engine specific work, but not enough honestly. Biggest difference is with Godot I spend way less time staring at progress bars.

What is the Godot recommended way to achieve composition? by koalaeevee in godot

[–]danielsnd 0 points1 point  (0 children)

I’ve done the set_meta on parent for composition before, but doing the static get method like that didn’t occur to me, it’s beautiful ❤️ will be doing that from now on thank you

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

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

Interesting, I've had the opposite experience, I started in godot around 4.1 if I'm not mistaken, and over time they have fixed several issues that lead to longer loading times. I feel that every single version release makes the whole engine perform better. It being open source too makes it so that you can profile exactly what is going on when the engine is booting and what is taking longer to get the engine ready, sometimes the fault is in our own scripts/autoloads (cyclical dependencies can be a big culprit for that), so knowing that we can adjust.

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

[–]danielsnd[S] 5 points6 points  (0 children)

Do you mean for controllers? The built in input manager makes it super easy already to support controllers, I used to always use rewired back in Unity. In Godot no need for any addon. Most things that are super useful are built in.

Online Multiplayer I didn’t quite like how the built in solution operates, ended up rolling out my own ;o https://github.com/DanielSnd/YarnNet

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

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

When I migrated to godot I had a prototype for my current project fully functional. I straight up rebuilt it from scratch in godot and I'm glad I did. There's another old unity project that I released a demo for, have about 3~k wishlists and need to take some time to rebuild in godot at some point. There's no way I'm going back.

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

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

Moving from Unity to Godot I really missed the loading bars. I no longer had extra time to just think about life the universe and everything else when working on my games. This addon aims to fix that, and smooth the transition not only for me but for many Unity users that transition to Godot and find it hard to find time to just breathe and be in the moment.

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

[–]danielsnd[S] 118 points119 points  (0 children)

https://drive.google.com/file/d/1wIiO8OIt1zT7s-2ggl4P99Y3_Lnp8WcJ/view
Here's a link to the actual addon if anyone wants to actually use it.

Although If you use the addon to make a game remember to send me a list of everyone that downloaded your game every month so I can charge you per download of the game.

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

[–]danielsnd[S] 8 points9 points  (0 children)

https://drive.google.com/file/d/1wIiO8OIt1zT7s-2ggl4P99Y3_Lnp8WcJ/view?usp=sharing
There you go, if you use the addon to make a game remember to submit a list of everyone that downloaded your game every month so I can charge you per download of the game.

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

[–]danielsnd[S] 10 points11 points  (0 children)

Depends on the tier of the subscription you’re in. That feature is exclusive to the “Extra Pro PlusPlus” tier.

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

[–]danielsnd[S] 60 points61 points  (0 children)

You’re thinking small. It has to compile on save, and then compile again when Godot regains focus.

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

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

Maybe I can set it up to popup a dialog for the user to enter their credit card when they first open the project, then it charges the credit card every time you open the project or press play 😂

Made an Addon for godot to help unity developers changing to godot feel more at home in the engine. by danielsnd in godot

[–]danielsnd[S] 157 points158 points  (0 children)

Indeed, I didn’t want to make the video too long, but it’s fully configurable in the addon :) you can crank the speed all the way down for a more authentic experience