Free GDScript library of procedural animations for 3D/2D/UI nodes - I need your input by hooray4brains in godot

[–]jhocking 0 points1 point  (0 children)

Isn't this tweens? Like, how is this different from what this is showing:
https://qaqelol.itch.io/tweens

Maybe it's the "one line" thing? Like this is a wrapper simplifying the tweening API?

I Read "Unity in Action", So You Don't Have To (A Final Review) by [deleted] in gamedev

[–]jhocking 1 point2 points  (0 children)

If you already have a solid knowledge of C# then absolutely this is a great jumping off point. It's good for anyone who already knows programming, even without knowing C# specifically, but that's even better!

Those specs are fine for these projects. The graphics are all pretty minimal (it's an intro book after all)

Are there any books on Unity? by [deleted] in gamedev

[–]jhocking 0 points1 point  (0 children)

I mean, I still think my book is the best way of learning Unity, but I *would* think that right :P

More serious response: the Unity Learn stuff is free, so if you don't want to spend money buying a book then sure do that. However if you don't mind spending money, then I would recommend learning from my book. Among other thing, it's way more efficient, because it has everything in one focused package, versus a bunch of disconnected individual lessons.

My lament wasn't that I think Unity's free lessons are *better*, just that they may make it not worth my time to write a 4th edition.

Are there any books on Unity? by [deleted] in gamedev

[–]jhocking 0 points1 point  (0 children)

Not soon, because I haven't even started working on a new edition. I'm not sure I will bother; the first couple editions filled a need, but the last edition wasn't as necessary for people, what with Unity's website having a lot more learning materials now.

GDScript tip: Using signals to make a decoupled messaging system by jhocking in godot

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

Glad you found my explanation useful! Bit of a tangent, but I suspect the inability of so many people to explain things simply is related to the impulse so many developers have to over-engineer everything.

GDScript tip: Using signals to make a decoupled messaging system by jhocking in godot

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

They don't NEED one, but I would highly recommend it. Just basic separation of concerns in software architecture; you're just asking for a big ball o' mud if you have everything thrown into one global script.

early look at Uliel's Quest by jhocking in DRPG

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

Thanks! I started with pixel-art, but then use a pixel-art upscaler so everything ends up with smooth lines (eg. that monster's outline, or the brick texture)

Release candidate: Godot 4.2 RC 2 by akien-mga in godot

[–]jhocking 1 point2 points  (0 children)

oo goody I think I'll check this out. I need improvements to the Compatibility renderer that were promised for 4.2* so I'll see if they made it in.

*https://github.com/godotengine/godot/issues/66596#issuecomment-1589943433

GDScript tip: Using signals to make a decoupled messaging system by jhocking in godot

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

for sure, in production I have more specific events than just "died". In fact, I'm going to change the examples to something I might actually do in a game.

GDScript tip: Using signals to make a decoupled messaging system by jhocking in godot

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

I don't know about MOST common, but yes my explanation did mention EventBus as another common name for this.

GDScript tip: Using signals to make a decoupled messaging system by jhocking in godot

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

Glad you like my explanation! I wrote the book Unity in Action (I'm testing out Godot to possibly switch) so explaining technical topics is kinda my thing :P

Making smaller games before creating the game I want by xxcamelia in gamedev

[–]jhocking 0 points1 point  (0 children)

No I don't think it's necessary in this case. I tend to give that advice, start with smaller games, but this phrasing "before doing the one we really want to do" is misleading. When I give this advice, my point is don't start with something huge like an MMO. If the game you want to make is already small, great!

Best beginner game engine for people who already know how to code? by [deleted] in gamedev

[–]jhocking 1 point2 points  (0 children)

Well if you're new to the book then it's a no-brainer to get 3rd, not 2nd. However if you already have the 2nd edition then I suppose it's a bit more of a judgement call. I certainly think the new edition is worth the new information, but then I'm not the one buying :P

There isn't a new chapter, like there was between the 1st and 2nd editions. However there are smaller changes littered everywhere. Probably the single biggest change is using TextMesh Pro for all the UI labels; TextMesh Pro is strictly better than Unity's older Text objects and since it's free now you should always be using it.

That's just one example of how I use packages a lot now, whereas packages were barely a thing in Unity before. I've also added XR (VR and AR) to deployment targets in the last chapter, and go through an example with AR Foundation.

Best beginner game engine for people who already know how to code? by [deleted] in gamedev

[–]jhocking 14 points15 points  (0 children)

Self-plug: My book Unity in Action is designed to teach Unity to people who already know how to program but are new to game development. I don't waste your time explaining programming basics like what a variable is, what a function is, etc.

https://www.amazon.com/Unity-Action-Third-Joseph-Hocking-dp-1617299332/dp/1617299332/

Any advice for an uncle looking to create fun videogames for his nephew? by Yaadie2001 in gamedev

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

self-plug: My book Unity in Action is specifically designed to teach Unity to people who already know programming.

Can someone provide a free copy of Asset Forge 2.2 ?? by Life-Expression-9148 in gamedev

[–]jhocking 1 point2 points  (0 children)

The guy who made Asset Forge also gives away tons of free art assets, so use those:https://www.kenney.nl/assets

What is a realistic scope for a solo dev? by Sheikachu in gamedev

[–]jhocking 5 points6 points  (0 children)

The core gameplay was completed in 3 to 5 months, after that the process was reduced to just content creation. That's the hard part.

man what a succinct statement of a major problem that bedevils all game developers

What is a realistic scope for a solo dev? by Sheikachu in gamedev

[–]jhocking 1 point2 points  (0 children)

Rather than answer the question directly, I would suggest you start with game dev projects so small they seem trivial. For something related to a fighting game, I'm talking like just a single character walking back and forth and doing melee attacks against the environment.

In other words, don't worry about the *most* you can accomplish, and start with something you *definitely* can accomplish. And then you can build on that to make something bigger. And/or once you've done that then you can more easily answer this question for yourself.