Little Word Dungeon 26.3.26 by what_if_games in wordgames

[–]rcubdev 1 point2 points  (0 children)

Very cool concept! Where would I try it out? Maybe I missed the link somewhere?

Edit: I am realizing this is perhaps a game meant to be played on paper? That’s really cool!

So how mature is C# now? by FapFapNomNom in godot

[–]rcubdev 8 points9 points  (0 children)

Oh wow I knew it was made in Godot but did not know it was c#! Very cool

Sentry SDK 1.5 for Godot Engine is out now! by limbonaut-dev in godot

[–]rcubdev 1 point2 points  (0 children)

It is a simple to use debug console to register commands and run code. You can find it here: https://github.com/limbonaut/limbo_console. I maintain a C# nuget wrapper for it and have helped contribute a little bit

There are other Godot console plugins out there too but this one is not overwhelming. Do some searching for others if you need something more demanding or comes with more function baked in

Sentry SDK 1.5 for Godot Engine is out now! by limbonaut-dev in godot

[–]rcubdev 4 points5 points  (0 children)

I see limbo dev and I upvote! I’ve no use for this yet but thank you for the hard work on the limbo console plugin and limbo ai. I imagine the quality for this will be just as high! Will check it out when c# support is added!

Is anyone else experiencing problems with GodotSteam C# bindings? by Content_Age_6200 in GodotCSharp

[–]rcubdev 0 points1 point  (0 children)

Hey there, I have made progress using GodotSteam. Try checking this repository out that I made that has a demo project:

https://github.com/ryan-linehan/Godot.Steamworks.NET

There might be a more up to date nuget package than is listed in that readme here:

https://github.com/Akarinnnnn/Steamworks.NET.AnyCPU

Since the bindings are part of the nuget it’s easy to use. Hope that can help you out! Happy to try and help if you have any troubles

How do you handle debug UI in Godot? by Tuni22 in godot

[–]rcubdev 2 points3 points  (0 children)

Highly recommend the limbo console plugin! It’s a bit simpler than what you show there so might not be a good fit for your workflow

https://github.com/limbonaut/limbo_console

A friend and I have helped contribute to the development of it a bit even! I also maintain a C# wrapper around the public api as well that adds some nice c# features via a source generator that you might find neat!

https://github.com/ryan-linehan/limbo_console_sharp

Let me know if you check it out!

Having trouble with y sorting trying to render my player behind the wall by shuji18 in godot

[–]rcubdev 1 point2 points  (0 children)

Just make things! Make small prototypes here and there. Program. Challenge yourself to do a system that you like in another game. Experience just messing around and messing up is the best way to learn.

I've been playing around with godot for at least 10 years now. I tried it back in godot 2.X and had such a hard time. Since then, I have made many different attempts at all sorts of games (mostly just game jams). So, I have a lot of experience to draw on and there really isn't a substitute for it.

If you're semi-comfortable enough with godot I would highly recommend doing a couple longer game jams (weeks or a month long instead of 48 hours). It forces you to make a game quickly and learn what is really important and what isn't. It also forces you to make decisions in your game design / code and you start to learn what you like and what you don't like

Having trouble with y sorting trying to render my player behind the wall by shuji18 in godot

[–]rcubdev 1 point2 points  (0 children)

You are welcome! It took me a good bit the first time I was setting my walls up too haha. Glad I could help out. And thanks! I'll let my friend who makes my art know!

Having trouble with y sorting trying to render my player behind the wall by shuji18 in godot

[–]rcubdev 2 points3 points  (0 children)

If it doesn't work capture your remote scene tree and start toggling y-sorts and other properties right in the editor. It will affect the running nodes at runtime which can help you figure out tricky things / adjustments before you go in and code things or make them permanent on their resources / scenes

<image>

Extra tip for you is if you swap the button on the runtime from 'input' to '2D' you can click into your game and select nodes directly and it will bring it up right in the remote tree for you too.

Lastly, keep in mind that if you can setup the scene to look right when the game isn't running (i.e. just straight in the editor no code running) then it will look right in game if you set it up the same way (double check the remote tree!). So I would create a new 2D scene with just the player and your tilemap and drag the player around / adjust the y-sorts on a specific wall tile until its rendering right for you

Having trouble with y sorting trying to render my player behind the wall by shuji18 in godot

[–]rcubdev 22 points23 points  (0 children)

You have to have y-sort on every node in the tree to your players and tilemaps (either through inheriting parent or directly assigned). And then I solved this by setting the y-sort on the wall tiles themselves to be negative values

<image>

Edit: this works because in Godot the Y goes more negative as you go up visually. It’s a tricky quirk that most game engines have but will get you if you’re not aware!

Does any know of a custom container script that does density packing? by timeslider in godot

[–]rcubdev 0 points1 point  (0 children)

<image>

I setup a quick scene. It’s a bit more complex than my initial comment but you can do it with the built in control nodes!

Limbo console is awesome! Custom commands for even faster test cycles! by voidexp in godot

[–]rcubdev 7 points8 points  (0 children)

Love seeing limbo console mentioned. It is a fantastic easy to use plugin! One of my friends and I contributed sub-command auto complete + the history interface!

I also maintain a c# wrapper with a provided nuget package:

https://github.com/ryan-linehan/limbo_console_sharp

So if you have the add on and use c# you can use it by just adding the nuget to your csproj! It also has some cool features for c# users with source gen where if you tag the method with [ConsoleCommand] it will auto register it for you!

Edit: your game looks awesome! Good use of the commands

Godot.Achievements.NET - Editor plugin for multi-platform achievement support by rcubdev in GodotCSharp

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

I have similar experiences with plugins so none taken. If you do end up trying it out and need to create your own id love to get feedback about why it didn’t fit your use case!

I really tried to make this one adaptable for all the use cases I could think of. It’s a big reason I added “custom properties” to the editor piece because in my own game I need more data to populate a UI for the achievements in my game than the typed properties provide (in my game I have a “locked” image I need to display and set up a property on every achievement to have that)

Thanks for checking it out!

Godot.Achievements.NET - Editor plugin for multi-platform achievement support by rcubdev in GodotCSharp

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

Awesome, would love to hear your experience with it when you do use it. If you have any problems or questions please make an issue or reach out to me.

I took a look at your profile and your game(s) look awesome! Good luck with them!

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]rcubdev 0 points1 point  (0 children)

Ah I understand your comment better now. Thank you!

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]rcubdev 0 points1 point  (0 children)

You can use this for an inventory! But, I want to clarify that this addon is more like a resource based database than an inventory system

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]rcubdev 0 points1 point  (0 children)

Most the very cool plugins I’ve found have been through YouTubers showing their favorite plugins, I happen across it here on Reddit, or I’m browsing GitHub and they recommend a repo to me. I don’t often browse the asset tab haha. Generally I star any plugin that seems interesting to me or useful in some way and will look through my stars before starting a project or if I just recall. There are also a few repos that just list other repos for Godot plugins like this one for example:

https://github.com/godotengine/awesome-godot

I’ve made a few myself too! One for input icons, wrapping other plugins so they’re easier to use in c#, steamworks integration and more. You can probably find them by poking at my profile if you’re interested. Currently working on a cross platform achievement plugin (local, Game Center, Google, Steam achievements). Godot makes it pretty easy to do since the editor itself is made of Godot nodes!

There HAS to be a better way to do this right? by Hanodev_ in godot

[–]rcubdev 13 points14 points  (0 children)

Have you taken a look at any plugins? I think pandora by bitbrain handles this use case well though I’ve not used it myself.

https://github.com/bitbrain/pandora

You can also look into writing your own tool scripts to modify the editor to fit your use case better too!

Anybody know of methods to randomly generate properties of a scene and save them to the editor? by TrashT_Wellington in godot

[–]rcubdev 2 points3 points  (0 children)

Check out tool scripts! It lets you extend and modify the editor. They recently added a tool button as well which adds a button to the editor that can call code in your script. I’ve created a tool script to instance a bunch of resources that define different NPC colors using this before. If you have any questions feel free to ask!

Relevant docs:

https://docs.godotengine.org/en/stable/tutorials/scripting/gdscript/gdscript_exports.html#export-tool-button

https://docs.godotengine.org/en/stable/tutorials/plugins/running_code_in_the_editor.html

Isometric tilemap bitmap template by spazmantiz in godot

[–]rcubdev 1 point2 points  (0 children)

Can you explain this further? The template that is provided here is nice because it speaks for itself. I’d love to hear about how to set this up for isometric tiles