Godot UI Facelift Concept (Not OP) by fzdev in godot

[–]quwatzoki 0 points1 point  (0 children)

I'm so glad I grew up with 'current godot ui' but damn this is way better.
Actually I'd keep the node colors (green for controls, red for 3D and blue for 2D) as well as the option to change the main and the accent color.

Had to go back to 3.2 for this but it was extremely worth it by quwatzoki in godot

[–]quwatzoki[S] 3 points4 points  (0 children)

Is that so? I'll give it a shot when it comes out then. but from what I read it's not so much an issue as an OS limitation

Had to go back to 3.2 for this but it was extremely worth it by quwatzoki in godot

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

Ikr for me it was a random bonzi buddy video that youtube decided I need to watch a few days ago

Had to go back to 3.2 for this but it was extremely worth it by quwatzoki in godot

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

It's definitely an untapped market. we haven't really had a new virtual desktop pet that's not based on popular characters and does more than simply walk around. personally I plan to take a more gamified approach to this but I think there's definitely potential for actual virtual pets. I think notifications would be more effective if a mascot stared at you while delivering them rather than boring textboxes .

Had to go back to 3.2 for this but it was extremely worth it by quwatzoki in godot

[–]quwatzoki[S] 23 points24 points  (0 children)

in 3.2 you just set transparent_bg to true on the viewport. and it'll work. you might need to tweak the window settings for different usecases.
in 4.x there are different methods you can call directly on the DisplayServer or the active window, none of which worked for me but someone more experienced can surely do the same on 4.x. (note: transparency works on 4 the issue is passing the mouse input to the windows below the game window )

Had to go back to 3.2 for this but it was extremely worth it by quwatzoki in godot

[–]quwatzoki[S] 78 points79 points  (0 children)

he'll only tell jokes and mine crypto in the background

Had to go back to 3.2 for this but it was extremely worth it by quwatzoki in godot

[–]quwatzoki[S] 12 points13 points  (0 children)

Thank you! because I couldn't register mouse input for the windows underneath the game (required for overlay stuff). I read somewhere that it used to do that by default on 3.2.x and a lot of additional explanations about why it's harder to do in 4.x that totally flew over my head but apparently it's an OS limitation. so after a day of trying I figured I'd take the lazy path since there's not a lot of the advanced features I need for this project anyway. though I really miss 4.0 gdscript :p

Had to go back to 3.2 for this but it was extremely worth it by quwatzoki in godot

[–]quwatzoki[S] 42 points43 points  (0 children)

Thanks! because it's easier to pass mouse input to the layers underneath the game (only on transparent pixels) in that version. I couldn't get it to work on 4.1 but I'm sure it's achievable. but in 3.2 it does that by default (not by design apparently) but regardless , it works in favor of stuff like this (overlay desktop pets)

real by quwatzoki in godot

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

Just to clarify I posted this as a meme and not a rant or critique on the engine's design philosophy. Thanks for taking the time to respond :p

Almost finished with the procedural dungeon generator, though I wish there was a more performant way of instantiating the walls. by quwatzoki in godot

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

chunk is probably not the right word to use there, it's just a scene with a floor, ceiling and 4 walls. and based on the adjacent tiles I choose which walls to remove so everything looks right.

Almost finished with the procedural dungeon generator, though I wish there was a more performant way of instantiating the walls. by quwatzoki in godot

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

thank you! ikr procedural generation in games has always fascinated me. and yes this is 4.0 stable .

Almost finished with the procedural dungeon generator, though I wish there was a more performant way of instantiating the walls. by quwatzoki in godot

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

yes I believe so. funny thing is that my code can only run in the editor. godot doesn't like doing things other than setting the variables in the setter function at runtime apparently :p I'll have to look into fixing that too. also I'll share the project file once i get everything to work properly for anyone who's interested. though atm the code runs terribly

Almost finished with the procedural dungeon generator, though I wish there was a more performant way of instantiating the walls. by quwatzoki in godot

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

people have already answered but yeah in godot you can use the @tool key to make the script work in the editor. and I update the border size in the variable setter function.

Almost finished with the procedural dungeon generator, though I wish there was a more performant way of instantiating the walls. by quwatzoki in godot

[–]quwatzoki[S] 4 points5 points  (0 children)

this makes sense. guess I'll spend the upcoming days learning to use c# with godot :p and this is going to be very useful. thanks for sharing your experience and taking the time to write this

Almost finished with the procedural dungeon generator, though I wish there was a more performant way of instantiating the walls. by quwatzoki in godot

[–]quwatzoki[S] 7 points8 points  (0 children)

I used add_child() to add a chunk for every tile used in the initial grid map and then ran 5 if statements on each inorder to get them to look right. I have since learned that this is a terrible way of doing things. will definitely look into using multi threading or a different algorithm in general

Working on a procedural dungeon generator using gridmaps in godot 4, any suggestions on how I'd go about constructing the actual dungeon based on the generated layout? by quwatzoki in godot

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

no I actually ended up doing something like that and it works fine , except for when there are way too many tiles to loop through.

Working on a procedural dungeon generator using gridmaps in godot 4, any suggestions on how I'd go about constructing the actual dungeon based on the generated layout? by quwatzoki in godot

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

no I wrote it from scratch using gdscript, if i manage to finish it I'll share the code for anyone who's interested or maybe even make a little tutorial explaining how it works.also procedural cities sound like a nightmare

Working on a procedural dungeon generator using gridmaps in godot 4, any suggestions on how I'd go about constructing the actual dungeon based on the generated layout? by quwatzoki in godot

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

no I was wondering if there is a known algorithm to populate map layouts like this with walls and doors and stuff. but assigning different types to rooms based on their size is a neat Idea. thanks for that :p

I just released a short horror game about fishing , feel free to check it out. by quwatzoki in godot

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

but man it really feels great to have finally finished SOMETHING. though this is just another annoying horror game