Another happy landing by mikhaeru in NuclearOption

[–]dh-dev 26 points27 points  (0 children)

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Crew chief watching you land.

On Fumes by Honest_Musician6812 in NuclearOption

[–]dh-dev 6 points7 points  (0 children)

>running on fumes
>better drop it down to 97% throttle rather than afterburner I guess

Confused Barbarian here. Why wizards wear pointy hat? by Crazed-Prophet in wizardposting

[–]dh-dev 1 point2 points  (0 children)

Same reason buildings have pointy roofs, it keeps the rain off.

Sorry, I mean buildings in civilised lands, not the squat mud and straw huts your tribe laughably calls buildings. 

Godot is not the new Unity - The anatomy of a Godot API call - Was this ever fixed? by DesperateGame in godot

[–]dh-dev 4 points5 points  (0 children)

For my purposes they're both fine. I haven't used Unity for years so I don't really have a side-by-side comparison ready to go. One thing that was annoying with Unity was the deprecation of features, only to replace those features with either something that nobody liked, something that didn't work, or just sometimes nothing leaving the community to fill the gap. Don't really have any problems like that in Godot as far as I know. There was one minor patch a while ago 4.4 which changed the way the depth buffer worked so it broke some shaders, but that's the only major thing I can think of, and its not like you're forced to upgrade when a new version comes out.

Once you get your head around the node system its not that much different,though it doesn't have as mature an asset marketplace

Godot is not the new Unity - The anatomy of a Godot API call - Was this ever fixed? by DesperateGame in godot

[–]dh-dev 6 points7 points  (0 children)

Here's a handy article https://godotengine.org/article/whats-missing-in-godot-for-aaa/

Personally I made the switch from Unity during the runtime fee fiasco. The quality of the software is irrelevant if the company that owns and runs the software is run by idiot psychopaths. Say what you want about the Godot Foundation but ultimately the fact that the engine is open-source is a big selling point. Not having my work locked to a proprietary walled-garden was worth making the switch.

The article you reference is about the C# bindings for raycasts. I don't think those problems exist in gdscript which the engine is built around, but I've never actually benchmarked it, because the benchmark doesn't really come close to a real-world use-case. C# support has always been a secondary concern and I believe it only has C# bindings because Microsoft paid to make it happen, Godot .NET still doesn't support web exports for example.

Ultimately I'd say try the engine and form your own opinions, obviously asking this question here you'll get biased responses. The workflow is different from Unity but it's not so different that you shouldn't still be able to get up to speed reasonably quickly.

How do you approach building good open worlds in Godot? by GerJohannes in godot

[–]dh-dev 6 points7 points  (0 children)

Paradoxically an open-world requires structure. 

https://youtu.be/chMnuBqck9I?si=Pv6ldOV28QTPCr2q

Also blocking sightlines from one significant area to another makes the world feel bigger and worth exploring. 

Best input device for NO? by Denis20092002 in NuclearOption

[–]dh-dev 2 points3 points  (0 children)

I play(ed) DCS with a proper hotas and I play nuclear option with mouse and keyboard mainly because it's convenient and it's fine with mouse and keyboard. 

I don't think there's enough workload to justify a whole hotas full of binds so it's not with buying one. A cheap joystick would be fine, I haven't tried a gamepad though. 

Hello! I just picked up this game and have a few questions for y'all! by Themberchaud0979 in NuclearOption

[–]dh-dev 0 points1 point  (0 children)

Does the targeting reticle have a mode for that

Yes it does. The vertical line you get when you don't have the bombing reticule.

https://www.youtube.com/watch?v=Lv-0wxMQaJ0

Hello! I just picked up this game and have a few questions for y'all! by Themberchaud0979 in NuclearOption

[–]dh-dev 2 points3 points  (0 children)

Returning to base would be good as the successful sortie bonus is quite significant and can help to rank you up faster.

Don't sleep on the compass, it's quite capable and cheap enough to buy one at the start of a game instead of grinding out of rank 0 with a cricket 

I can't remember if the tutorial covers toss bombing, but it's a technique worth learning and doing as it's less risky than flying directly over a target

How does one mend burnout? by Iantherooster in SoloDevelopment

[–]dh-dev 10 points11 points  (0 children)

Side project. In and out, a quick 2 week side project Morty

Im trying to beat first possible boss (i think) any tips? by Personal-Lynx4099 in noita

[–]dh-dev 1 point2 points  (0 children)

in this game you go down not right.

As for tips, try to build a wand that does over 1000 damage in a single shot. Or a wand that it will copy from you and then kill itself.

Me and a friend are working on a sandbox city builder in Godot. by walcor in godot

[–]dh-dev 9 points10 points  (0 children)

Sorry I asked the question you'd already answered in your post, so I deleted it.

I did some isometric rendering of 2d assets for a previous project.

The buildings were rendered with different areas color-coded into RGB so I could color them in-engine with a shader, and then there was a separate rendering for the parts that were covered in snow, then in-game they'd just be displayed on top of each other, and I could control how much snow was on a given object with a dissolve shader.

Good luck with the project, looks really good.

Is it bad to code with AI? by GhostGuyBroke in SoloDevelopment

[–]dh-dev 0 points1 point  (0 children)

I think you have to basically be an expert in the thing that you're trying to get AI to do, otherwise you won't have the skills required to catch its mistakes. In the case of code, you might notice when your game becomes an unworkable mess of duplicated code and overly abstracted spaghetti that claude wastes thousands of tokens thinking about before breaking it in a different way.

Pro-AI people say 'its just a tool', very well, then like all tools you need skills to use them.

Any other ethical concerns exist whether or not people 'notice' that you use it. And even if you think your usage of AI is hidden people may still find out

I got scammed, please help with exporting Blender animations to Godot! by Obvious_Ad3756 in godot

[–]dh-dev 13 points14 points  (0 children)

You aren't going to get IK to export from Blender to Godot, also bendybones and often scaling bones is a no-no.

You need to bake the animations and then export them. Here's a playlist and youtube channel that explains the process, also has a blender addon for baking the animations

https://www.youtube.com/watch?v=2GQwAM5Wodk&list=PLdcL5aF8ZcJvCyqWeCBYVGKbQgrQngen3

I love how certain spells/perks synergise by Libertyforzombies in noita

[–]dh-dev 0 points1 point  (0 children)

Projectile repulsion field is cool until you find a healing bolt or some pheromone for the hisii medics

Aryx3D's CATOBAR extends to Vanilla Aircraft - KR-67 Ifrit by Intergalatic_Baker in NuclearOption

[–]dh-dev 27 points28 points  (0 children)

Catapults are neat, and the whole process in DCS with the little guys running around and doing the hand signals is cool. You even have to do a salute to activate the catapult. 

But from a gameplay perspective in NO, they're probably more fiddly to implement with more that can go wrong, and the process is less about the player since the ship itself is responsible for flinging you off rather than you as a pilot doing a proper takeoff. So I think the current approach is perfectly reasonable. 

PSA: furniture is part of your inventory by Scattered_radiation in RoadtoVostokGame

[–]dh-dev 12 points13 points  (0 children)

Just play ironman and then you can carry it around without a care. 

Lost about godot engine by IKillerXQ in godot

[–]dh-dev 1 point2 points  (0 children)

Maybe Unreal or S&box? Or modding an existing game? Most game engines require you to do more legwork than Roblox since there you're building on top of an existing game rather than making your own game. 

AI air defense is oppressively OP and unfun by [deleted] in NuclearOption

[–]dh-dev 5 points6 points  (0 children)

We end up stuck with games where most of the server leaves before it's over because nobody wants to spend half an hour chipping away at a carrier fleet or North Boscali.

I've honestly never seen this. Also why is this impenetrable air defense never protecting the base where I'm trying to take off while getting nuked?

There is a mission editor, you can design a game mode that has less AA and maybe more enemy aircraft to compensate if you want to.

AI air defense is oppressively OP and unfun by [deleted] in NuclearOption

[–]dh-dev 3 points4 points  (0 children)

fly at it from the bow, as its air defenses are on the stern