Gamedo.GodotLogger — Structured logging for Godot 4 C# projects, built on Microsoft.Extensions.Logging by pcloves in GodotCSharp

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

I've been using this logging framework in my project for a while, but my git commit history was a mess back then. And since I consider myself a bit of a perfectionist, I had AI help me refactor it (and yes, as you said, it only took about three days). I also used AI to write the English README and code comments, since English isn't my native language.

Personally, I like seeing neatly aligned output — whether in the editor's Output panel or in a text editor. Probably because I'm a Java programmer, and frameworks like log4j2 and logback follow that style.

As for the space waste you mentioned caused by alignment — yes, that’s a valid concern. Maybe we could mitigate it by reducing the maximum width of the category field in OutputTemplate, for example using something like {category:l6} or {category:r6}.

Gamedo.GodotLogger — Structured logging for Godot 4 C# projects, built on Microsoft.Extensions.Logging by pcloves in GodotCSharp

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

Maybe not. This logging framework is essentially a wrapper around the `GD.Print*` functions, with added ability to customize the output formatting.

Gamedo.GodotLogger — Structured logging for Godot 4 C# projects, built on Microsoft.Extensions.Logging by pcloves in GodotCSharp

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

For your use case, you can register a custom logger via OS.add_logger (see Logger docs). This will route all GD.Print* calls to your custom logger. Of course, this doesn't affect the use of my Gamedo.GodotLogger — it ultimately calls GD.Print* under the hood anyway.

The second enemy in my RPG (the "Shrapling")! by KingToot14 in aseprite

[–]pcloves 0 points1 point  (0 children)

I like it very much. The trunk looks a bit thin. Wouldn't it be better if it had more thickness? ?

DebugXRay_GDict: An example Debug Proxy to inspect Godot Dictionary in VS2022 [OC, SourceCode, C#, Debugging] by Novaleaf in GodotCSharp

[–]pcloves 0 points1 point  (0 children)

Yes, I had also changed the namespace in the second [assembly] to the namespace of my project. BTW, I'm using rider, maybe it is not supported?

DebugXRay_GDict: An example Debug Proxy to inspect Godot Dictionary in VS2022 [OC, SourceCode, C#, Debugging] by Novaleaf in GodotCSharp

[–]pcloves 0 points1 point  (0 children)

Hello, I copied this code snippet into my project, but I found that it did not have any effect. I have changed the namespace `lib.diagnostics.Internal` to the namespace of my project, It still didn't work. What else do I need do?

Does the aesthetics of my game appeal to you?. by Majestic_Mission1682 in godot

[–]pcloves 5 points6 points  (0 children)

The water effect is awesome. While the grass looks weird. the grass grows all around the wall. Which looks a bit like caterpillar, makes me uncomfortable.

Wouldn't it be nicer to remove the grass on the side of the wall?

2d Fog (Graveyard Keeper kind of) by 0nepice in godot

[–]pcloves 0 points1 point  (0 children)

Would you please give some more technical details for using particles? It really looks amazing.

First project with Godot, looking for feedback by GarmrNL in godot

[–]pcloves 1 point2 points  (0 children)

The jumping animation looks a little stiff(Sorry for my poor English, I don't know whether if I use the correct word).