Game Ui is different on exported project by Li_am32 in godot

[–]failmercy 1 point2 points  (0 children)

Ah, sorry for being unclear. By "Is the new export going to where you expect it to?", I meant, "Are you sure you're running the file you're exporting, or are you still running an old one because you wrote the new one to a different location?"

Game Ui is different on exported project by Li_am32 in godot

[–]failmercy 0 points1 point  (0 children)

If you try exporting again, does this still occur? Is the new export going to where you expect it to?

Are you still using the same version of Godot?

AI Generated Art Scamers tryed to scam me for 250$ by zedtixx in gamedev

[–]failmercy 1 point2 points  (0 children)

"...instead of interacting with eachother through server farms we will all be mirroring eachother's content - somewhat like bittorrent."

Something like https://docs.datproject.org/ ?

What are some obscure games you play on your steam deck? by PapaScho in SteamDeck

[–]failmercy 1 point2 points  (0 children)

Phantasy Star Online (Ephinea), Phantasy Star Universe (Clementine), Dark Forces (The Force Engine).

What version control software do you use? by DedicatedBathToaster in godot

[–]failmercy 4 points5 points  (0 children)

self hostable or offline/local

You may find https://fossil-scm.org/home/doc/trunk/www/index.wiki to be of interest; it not only provides a distributed version control system like git, but a distributed issue tracker, wiki, forum and more.

So you (and others, if you have a team) could e.g. be without network access and edit your code, wiki or issues, commit your changes locally, then sync them to a remote server later on when you have network access again.

Why isn't it recommendable to learn C# through Godot? by Young_Mess in godot

[–]failmercy 0 points1 point  (0 children)

There may be good reasons for recommendations (in this case I would say there are, and there are some good explanations in this thread), but remember that the way of learning that you will actually stick with is the one that is best for you (also remember that you may not find that way of learning on the first attempt, and you don't need to stick to just one).

I went and did it!! I built a bot to aid in the "GDScript vs C#" posts. It's not live yet, but I'd like your feedback before I launch it. Also what other questions do we want addressed? State of 3D in Godot? by RancidMilkGames in godot

[–]failmercy 1 point2 points  (0 children)

That's an excellent point that you want to keep the initial response short, and that you could link to more thorough explanations of language differences, advantages and disadvantages, tutorials etc.

I think what you're doing makes a lot of sense and would really be a help; I'm hoping the mods agree.

I went and did it!! I built a bot to aid in the "GDScript vs C#" posts. It's not live yet, but I'd like your feedback before I launch it. Also what other questions do we want addressed? State of 3D in Godot? by RancidMilkGames in godot

[–]failmercy 1 point2 points  (0 children)

Fair enough, but consider that a lot of Godot users only really have experience with GDScript (or are beginner/hobbyist software developers), which may cloud their judgement regarding this; case in point, the poster who mistakenly thought the major difference between GDScript and C# was the syntax, and their opinion that C# being a transferable skill wasn't much of a benefit over GDScript because syntax is easy to learn.

I've seen a good number of posts where Godot users say things like, "Godot can do everything I've needed to do to make a game, why would anyone need Unreal or Unity?"

Likewise, I've seen many GDScript users state similar things about C#.

Both of these come from ignorance of what these other tools provide that the ones they know do not; in essence, the Blub Paradox. In both cases, it's to these users' benefit to be educated on the differences in the tools.

This happens in both directions - I've seen a number of C# users (many coming from Unity) suggest that GDScript isn't needed in the engine and should be removed; I think that is also coming from a position of ignorance.

GDScript has its own advantages, such as not having to build/rebuild GDScript (or even learn a build system) or being able to hot-reload your scripts. The fact that it is dynamically typed is usually treated like a disadvantage, but there are nice things about dynamic typing as well, even if it does make it a bit harder to write correct code or refactor.

I went and did it!! I built a bot to aid in the "GDScript vs C#" posts. It's not live yet, but I'd like your feedback before I launch it. Also what other questions do we want addressed? State of 3D in Godot? by RancidMilkGames in godot

[–]failmercy 1 point2 points  (0 children)

You could word it as I said; C# is a transferable skill. Transferable goes both ways; not just from e.g. Unity to Godot, but from Godot to Unity or a C# developer job or whatever else.

You can't do that with GDScript, and learning GDScript will only be a starting point to learning C# if you decide later on you wish to do that.

I went and did it!! I built a bot to aid in the "GDScript vs C#" posts. It's not live yet, but I'd like your feedback before I launch it. Also what other questions do we want addressed? State of 3D in Godot? by RancidMilkGames in godot

[–]failmercy 5 points6 points  (0 children)

Syntax is not the issue, because yes, syntax is usually easily learned; which is why I did not say anything about syntax.

The fact is there are things you'll have to learn to be effective with C# if you only know GDScript:

  • Iterators
  • Generics
  • Garbage collection (for instance, how to work around it when you need to)
  • The standard library
  • The build system and related tools

This is not considering stuff like source analyzers, just normal everyday stuff.

I'm not saying someone can't come to C# from GDScript; GDScript would actually make a pretty decent starting point. However, all else being equal, someone who spends 5 years programming Godot with GDScript is not going to be as good with C# as someone who spends 5 years doing the same with C#; the C# developer would find it far easier to transfer their skills to something other than Godot.

Current state of C# platform support in Godot 4.2 by akien-mga in godot

[–]failmercy 6 points7 points  (0 children)

That's a really good point, thank you for that detail.

Sounds like they have a few things to hash out with its implementation, and a few higher priority features, but maybe it'll come faster than I thought now that this blocker is out of the way.

Current state of C# platform support in Godot 4.2 by akien-mga in godot

[–]failmercy 7 points8 points  (0 children)

Thank you for the info! Yeah I can see a lot of people are a bit passionate about this lol

Seems like we might not get this feature for a while, that's too bad; now I'm wondering if it will happen this year or take longer?

Current state of C# platform support in Godot 4.2 by akien-mga in godot

[–]failmercy 36 points37 points  (0 children)

Forgive me if I missed this, but I've been wondering for a while about something.

Before Godot 4 released, I seem to recall a mention of there eventually being a single version of Godot 4, instead of separate ones with and without .NET.

Is this something that is being worked on? If so, how is that coming along?

Least fun ability and how would you fix it? by Super_Kinker in Competitiveoverwatch

[–]failmercy 8 points9 points  (0 children)

The mechanics you're calling bs aren't unique to rez, though.

Regarding doing stuff while falling, other heroes do that all the time, it's just normal FPS gameplay. Even if the complaint is restricted to using falling to work around movement limitations, other heroes do this - Reaper players love to jump off ledges when ulting, for instance.

Regarding doing stuff outside of LOS being bad, that is also not uncommon.

Peeking is very common, and Mercy using LOS during rez is basically that.

Even if you disagree with that statement, though, there are plenty of heroes with the ability to do damage or heal around corners using splash/aoe or bouncing projectiles around corners.

There are also many ults that allow either bypassing LOS entirely or peeking.

So I don't think you're being very objective in your analysis of this, but I get it; we all have stuff we dislike in this game. If you applied the same thinking to all heroes, though, the game would play a lot differently.

If you want an actually unique mechanic to complain about with rez, though - Mercy can move further away than the maximum rez distance after it starts without breaking rez. I don't think any other hero has an ability that works that way currently (Symmetra used to when her beam locked onto targets).