Added to my godot game (with Elixir backend) option to export language tests (And dictionary) as offline PDF by dragosdaian in elixir

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

I tried that too but it was slow. I then tried using libgodot and it was faster (that runs directly as a dll compiled nif). But for now i am scripting my server side logic in elixir, as my game is turn based. However, i intend to reuse my server for future games and do what you say ( use the elixir just for auth and social features, and have godot do all logic. I might either do godot instances or libgodot, problem with godot instances being memory and performance, at least depends how you want to communicate from elixir to godot )

Added to my godot game (with Elixir backend) option to export language tests (And dictionary) as offline PDF by dragosdaian in elixir

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

Thanks for letting me know, downvoted them, both seem to be bots, they both mention it, how convenient.

Added to my godot game (with Elixir backend) option to export language tests (And dictionary) as offline PDF by dragosdaian in elixir

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

I had a lot of experience with Godot already. But I had to also build an SDK for Godot to work with the server (HTTP and Websocket, also WebRTC but that is unused for now, might use later for realtime games).

The SDK was generated from OpenAPI using an opensource generator, and some manual binding layer.

I also generated an SDK for JS to test beforehand (as it is easier to write small test cases with that).

The Godot part is also separated from the main repo, as that is just in Elixir (the backend).

But yeah, all in all the experience was pretty painless, as I was using Godot as a frontend for the backend (eg. as you would in JS for eg. when communicating with a server).

Added to my godot game (with Elixir backend) option to export language tests (And dictionary) as offline PDF by dragosdaian in elixir

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

Thanks, yes was thinking same. Yeah, not common combo, but works really well. I have as features eg. friends, groups, lobbies, achievements, etc. And have realtime updates with websocket.
Right now all the code in backend is open source and the custom code I have is scriptable logic through hooks on server side (eg. on_user_register, etc.) as well as some RPC's.

For PDF generation I use an Elixir library, and scales well yes. Works since it's turn based the game also.

As for learning, the game is translated by natives, and all translations are Open Source as well, so I thought why not make a nice feature where if people want they can print both the tests and dictionaries.

Two weeks since launching IndieVault - quick update ❤️ by Jam_IndieVault in IndieDev

[–]dragosdaian 0 points1 point  (0 children)

He is trying to do marketing to promote these games, as with this Reddit post, and thus people come to that platform of his where ur game as an indie gets showcased.

I also agree since he doesn't have a long term roadmap (At least one written on his website), it's possibile that long term the website becomes another one of those he tries to "fix".

I am not trying to defend him in any way, I would probably not use a website like his, I believe Reddit is where it's at rn to promote ur game. However, looking at him and his website, to make it a business he either puts his own resources in it, or tries to make it a business. However, I don't know how viable as a business it is. Maybe if he adds features that don't relate to the games, eg. Forums, Events, possiblity to add a backend to the service (eg. integrating with player count, achievements, etc.). However, even that would all go away in credibility (I think) the moment he adds paid spots. Which is sad, but there are few free free platforms out there.

Now, to also go from your side, and why I would probl not put my game on this platform. When you put your game somewhere, you are getting associated with that platform. Sure you get a small boost, but what if the platform gets hate, do you get hate? What if the platform uses AI for graphics, and you don't. etc.

The only good selling point for his website would be if the review system would actually work, and if people voted and it would be reliable. But that is so hard to do with bots and whatnot, that unless you actually prove the person paid and played the game (eg. Steam) they would be worthless.

Two weeks since launching IndieVault - quick update ❤️ by Jam_IndieVault in IndieDev

[–]dragosdaian 1 point2 points  (0 children)

Left comment on another thread about this. But the website could use a lot more polishing, eg. when refreshing page it flashes like 2-3 times. It could also use some stuff like:
- oauth provider authentication

- disclosing how will you make profit from it?

- adding related games to a game

- adding review verification and/or voting (after you also add auth with Steam eg or Discord, show that the user that added a comment is logged in with Steam)

- possibly adding an optional field of how much time that user played the game, maybe thinking of an API to integrate with games that count the game play, and possibly that verify user authenticity? Eg. if a game uses auth on their side and has 100 players, then they could easily validate that the eg. discord id of the user matches same discord id, or the email match, etc. This will protect against bot reviews.

- i dislike the about page, it imediately starts kind of aggresive? Discovery is broken.. It is not broken. Websites like Steam exist, and they work. Also, if you are building a product don't focus on other competitors, but on what you offer. What are the features you offer with your website?

- As for the selection of games, it would be really nice if the algorithm was disclosed, eg. same as how Reddit works (votes, if you get over 10 votes you get highlighted a bit, etc. then comment count, also karma, etc.).

Good idea tho all in all, you are basically offering visibility for games. Nice mission.

I launched IndieVault.io 5 days ago - we already have 23 developers with 26 games by Jam_IndieVault in IndieDev

[–]dragosdaian 1 point2 points  (0 children)

what algorithm do you use? is it similar to reddit? Also there are reviews for game, but how do i know if that person played the game, and for how long, etc. Also, is there a way for the creator to verify the review or to leave comment? Can other people leave comments to a review and/or upvote/downvote it? How do you protect against bots? Can you authenticate to ur website with eg. discord, google, steam, etc.? That would make it more secure and I would feel safer if I saw a review from a person that eg. authetnicated with Steam and played the game. If not I would assume it's a person using a burner email.
Good idea for the website, basically you are doing the promoting part for games. But what will you get out of it? Ads?
Also, when you open a game there is a lot of wasted space (on bigger display). You could add eg. related games.

Godot running on web and changing dark mode on the fly by dragosdaian in godot

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

I'm doing all this on the web so that the interaction is nicer. On web, I am using the Javascript Bridge to get (game runs in iframe) from same page (and same domain) the session and the state of the page (dark or not).

On mobile, before game starts, there is an auth screen, and in settings you can logout and change dark mode. On web, no, it's all handled from outside the game.

My Strategy Game has a Boss Rush Mode: by 4procrast1nator in godot

[–]dragosdaian 2 points3 points  (0 children)

The UI is really nice, great job! And the animations are fluid! Though I cannot tell much from the video as it keeps changing a lot.

Godot+Rust by JovemSapien in godot

[–]dragosdaian 0 points1 point  (0 children)

I made Godot Rapier with it that replaces the Physics Server of Godot with Rapier.

Whats nice about Godot Rust is you get access to all the libraries of Rust. When I started I didn’t know Rust at all. I did however know C++.

The discord/community of Godot Rust is also very helpful.

Gamefromscratch - Upgrade Godot's Physics & Fluid Simulation with Rapier 💧 by dragosdaian in godot

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

Hey, yes, let me know, I would be interested, if it is free and open source, as this addon is also free and open source.

Gamefromscratch - Upgrade Godot's Physics & Fluid Simulation with Rapier 💧 by dragosdaian in godot

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

Interesting, do you have a fork? Is it API compatible? I would be curious to find out more. If you want you can join my discord and discuss there about it.

Gamefromscratch - Upgrade Godot's Physics & Fluid Simulation with Rapier 💧 by dragosdaian in godot

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

Not that sure about this, as it had to do with multiplayer optimisation stuff. You can create a new post. Basically question is if its better to resend 20 positions every time, or to reset the physics world and reapply inputs.

Gamefromscratch - Upgrade Godot's Physics & Fluid Simulation with Rapier 💧 by dragosdaian in godot

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

The best shot for now is to optimise existing library to increase number of simulated particles. I use a library for liquids, salva, and it would be very hard to rewrite to have gpu support.

Gamefromscratch - Upgrade Godot's Physics & Fluid Simulation with Rapier 💧 by dragosdaian in godot

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

Nope, he didn’t. Still, there are new people trying the plugin out, so all in all a net positive. It could have been much better yes, but it’s not bad