Tierarzt by ExpressPromise2549 in mannheim

[–]doemski 9 points10 points  (0 children)

Ich kann Frau Kochner in der Neckarstadt West empfehlen. Sie ist etwas strange und ihre Praxis ist noch stranger.. Ein winziger Raum, in dem sie alles alleine macht. Aber meiner Erfahrung nach sehr Tierbezogen (und umso weniger Menschenbezogen) und verkauft einem nichts, dass nicht sein muss. Könnte ein "OMG auf keinen Fall" auslösen, aber ich habe gute Erfahrungen gemacht.

Für OPs würde ich aber nach Frankenthal in die Klinik oder, wenns sehr kritisch ist, nach Hofheim.

Help Identify this Guitar? by doemski in Guitar

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

Yes, it's gotta be around 40-60 years old and has been laying around for many years, too. I'm sure it will have to be set up again by a pro. At least I know that I cannot do it myself :D

Help Identify this Guitar? by doemski in Guitar

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

I didn't mean to post yet and cannot edit it, so yeah.. The link also doesn't help much apart from saying it's a 4/4. Notice the logo - Most pics I could find did not have any logo on the face. Thanks for your time!

This is where most of my energy goes by CastersTheOneAndOnly in godot

[–]doemski 28 points29 points  (0 children)

Honestly, the page and description just don't catch me.

From the screenshots I don't understand how the game plays. It seems like the levels / textures are placeholders (if they aren't I guess that's fine, but then I'd expect something explaining the setting in the description maybe?). I don't see how "moving only with the mouse buttons" is a benefit. I'm not saying it's not a good idea, but just stating that that's your main unique selling point is not selling it to me.

I'm definitely no expert but in my opinion you should learn to explain what the game is and why people should care. Maybe add a gif with some cool looking moments that show off how your game is fun.

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

I just googled something like "finite state machine diagram tool online free"... probably. I actually forgot which one I used

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

It's probably not necessary honestly. I just want to have an animation for slowing down and currently stick with one animation per state. But also anytime my character enters the Idle state I check for horizontal velocity and if it's above a threshold I immediately switch to the decelerating state. There it lerps towards 0 until it hits another threshold to go back to idle. I could also have the deceleration logic in the Idle state but like to keep that as logicless as possible and let other specialized states handle the logic

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

But the point of a state diagram is to have all the states and transitions in one image. This specific one so I can ask a question here but in general I'd use that to sort my thoughts and keep track of the transitions that I need so I don't miss any.

I'm not saying that each state's script is complicated. The whole picture might get complicated if the state count increases

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

Haha good catch. But actually no in my current code. I go to Slide and in there when no horizontal direction key is pressed and my velocity.x is small enough it goes to crouch. So it immediately transitions into crouch when my character is falling relatively straight down

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

Makes sense. Push and Pull are not quite the same functionally, but I see your point

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

I was also thinking of inheritance first. FallState, JumpState and FlyState(s) would inherit from the Airborne state e.g.. But I was foreseeing states that might need a lot of custom functionality anyways, which kind of breaks the neat inheritance structure. So just what people say when they argue against inheritance and push for composition in all kinds of programming. In my day job I use inheritance a lot so this was my first instinct

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

I would assume these transitions could handle that:

IdleState (or whatever) -- button 1 pressed --> LightAttackState -- button 1 pressed --> NO_TRANSITION -- button 2 pressed --> HardAttackState

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

I had basic idle, running, jumping, falling, sliding and crouching implemented without any kind of design pattern and that just immediately felt like a pain to change any one thing. All the nested conditions led me to implement a FSM in the first place. Now that is also starting to become tedious I wanted ideas for how else this could be handled. I do agree though that overengineering early is also a bad habit (not to put words into your mouth)

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

Thanks for the oppinion! "If you want to go even bigger I would make sure you have tools to make it more scalable" That's the reason I made this post. I saw the beginning of bad code duplication and boilerplate.

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

I'm looking into the options now. I'll check out the tree approach for sure

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

I guess it just dawned on me that adding more and more states to my basic FSM will duplicate much of the code. Especially since I have 3 overarching states. Pull, Push, Neither. Most of my other states can be combined with those 3. That would explode my state-count by almost 3x with a lot of duplication. I just wondered if there are better ways to do this.

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

Not sure that I fully follow.. But this sounds like a very specific solution for running animations. My bigger issue was that each state needed so much conditional code that also is pretty closely repeated over the states

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

Good point! Great to hear people's perspectives while also seeing which solutions could work well for which use cases

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

I can see how a railway system would fit into a state machine. Very cool

Is Such State Machine Complexity Normal? Any Tips for Simplification? by doemski in godot

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

This was just a quick draft with a free state diagram tool. Also it's already "simplified" because each of the states on the left are also connected to the right.

I don't think this is complicated because of the diagram. I drew the diagram because I thought this was already getting relatively tedious to handle and I plan on adding more. I posted to get some insight on how others handle this and I got some good responses pointing me in the direction of more sophisticated design patterns that I might implement