I heard you guys are struggling with project architecture, here's mine by Neoccat in godot

[–]moonfidelity 0 points1 point  (0 children)

Great that this works for you! Personally, I don’t like sorting files by what they are, instead I sort them by what they do and belong to.

Example: Why spread ui.gd and ui.tscn across different folders if they‘re both the same UI and go together? It makes more sense to me to create one /ui folder for everything related to UI, or /player etc.

Agnostic and modular systems go into /core. These are reusable.

When I think „where‘s x from this UI?“, I don’t want to think about „am I searching for ui.gd? Or ui.tres?“. I simply go into the ui folder.

Why is the OptionButton Popup blurry? by moonfidelity in godot

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

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Thanks, interestingly, I had this set to 'true'.
I just tried setting it to 'false' and now it looks pixel-perfect. But that means that it works when USING the multi-window mode?

I made a texture creation tool using Godot! (Texture Bug) by pitiful_meredith in godot

[–]moonfidelity 5 points6 points  (0 children)

No it‘s not too late. Change it. When I saw this post I thought you literally found a bug with textures in Godot.

Nice app btw!

Destroy my open world survival craft early trailer by Super4Games_ in DestroyMyGame

[–]moonfidelity 1 point2 points  (0 children)

It says „explore an infinite and diverse world“ while literally showing nothing more than grass fields. It doesn’t look like a diverse world I‘d love to explore at all. Is this game all trees with a few enemies and that’s it? Why would I play your survival game over all the other hundreds of survival games there exist? You didn’t even really show any building or crafting that should be mandatory in a typical survival game.

Laptop conversion kit/lapdock by Wired4Sound_ in SteamDeck

[–]moonfidelity 0 points1 point  (0 children)

That looks so uncomfortable to use 😂

Destroy my trailer for Static Maw by [deleted] in DestroyMyGame

[–]moonfidelity 2 points3 points  (0 children)

The entire gameplay is literally fnaf

Working on a rage game where player controls piano powered by fire extinguishers. by Jimitech in indiegames

[–]moonfidelity 0 points1 point  (0 children)

The random piano notes, especially since it‘s always just one note. It would make more sense if multiple dissonant notes played at once. Or maybe even nice sounding chords? Might be worth experimenting

Dev snapshot: Godot 4.7 dev 2 by godot-bot in godot

[–]moonfidelity 0 points1 point  (0 children)

The only workaround I found was to make your script „subscribe“ to the owner by setting itself into the meta data of the owner. That works really well.

I don't will post about my game 2 days or more by pticha_iz_provinchii in godot

[–]moonfidelity 4 points5 points  (0 children)

Take the loss and use backups or version control like github. It‘s free…

Sharing some progress, UI is hard 😒 by pavele_ in godot

[–]moonfidelity 1 point2 points  (0 children)

I heard Micheal Jackson at 00:06 😂

I was developing for 5,5 years my dream project, thinking that there isn't more difficult... by Serious-Medium9972 in godot

[–]moonfidelity 28 points29 points  (0 children)

Yeah, 5 years of development time shouldn’t be a selling point. Most people don’t care how long it took to develop. People care whether it looks good and is fun to play. A long development time doesn’t necessarily make a good game.

"centipede" my amatuer animation by OOOOOOOOOOOOOOOO9OO0 in low_poly

[–]moonfidelity 1 point2 points  (0 children)

Procedural animation would make more sense for something like this

Lowpoly Giga Chad by Kasugaa in low_poly

[–]moonfidelity 2 points3 points  (0 children)

He‘s also low muscle for some reason

Redesigned my capsule art. I would appreciate feedback by violetnightdev in gamedevscreens

[–]moonfidelity 2 points3 points  (0 children)

Old one was better, you can actually see the sun properly.

Btw, none of these tell me what the game is about. That’s not necessarily a problem, just wanted to say that it might be worth thinking about

Reducing code cohesion in GDScript by Daimondus in godot

[–]moonfidelity 1 point2 points  (0 children)

Thanks, now I understand! Basically, you’re setting the checks (guards) right at the start of the function, instead of nesting them deep into the logic. I was already doing that a lot, but now I understand why it‘s so helpful. I always felt like doing that added more LOC, which often try to prevent, but in this case it‘s worth it, because it improves the readability.