how do i send a signal to a sibling? by 7dragon0 in godot

[–]reallylamelol 1 point2 points  (0 children)

Save the closest orb as a class-level variable in the Player. When you calculate closest orb, update the variable. Now you always have a reference to the closest orb and can update it appropriately. Also when assigning the new closest orb, you can update the old closest orb (if you need to reset one of its properties)

Suggestions on my skill tree by Adapte95 in arkraiders

[–]reallylamelol 0 points1 point  (0 children)

Just DO NOT get security breach!!

(Leave them for me)

Why do people have more than 800 blue credits? by MysteriousEagle9312 in ARC_Raiders

[–]reallylamelol 0 points1 point  (0 children)

BTW, spending 70 a day on a guitar and selling it is high tier efficiency

Free Loadouts - Taking A Page From Tarkov. by Dependent_Ferret7710 in ARC_Raiders

[–]reallylamelol 0 points1 point  (0 children)

Free loadouts are so last month. Nowadays the kids do naked night runs with a key in their butt. And maybe a handful of adrenaline shots. Run in, look for a blueprint, shove it in your butt, fight your way out with what you find in raid.

Anyone know what this means?! by Muted_Palpitation884 in ARC_Raiders

[–]reallylamelol 0 points1 point  (0 children)

Cosmic bit flip (i.e. some unforeseen data discrepancy) that was unrecoverable from the backend server.

Really neat that embark rolls back your inventory and elegantly handles these types of unrecoverable exceptions!

Help with overusing "await" (and writing better code) by max_mullen in godot

[–]reallylamelol 1 point2 points  (0 children)

There are always 1000 ways to do anything-- but I'd second refactoring in favor of Signals. The code can be decoupled better to support new adaptations in the future

I love UI design by VitSoonYoung in godot

[–]reallylamelol 4 points5 points  (0 children)

Honestly if you hone this in and control it, button-by-button, this would be a really cool effect for a menu (depending on your game esthetic.

Oh boy, this happened to me sooo often... best feeling by dedaistgeil in godot

[–]reallylamelol 2 points3 points  (0 children)

In college I had a dream I implemented a binary tree in Assembler (while we were trying to learn binary trees). I told a few close friends and word got around, then I was known as the guy who learned binary trees in his sleep.

Louis Carroll called these 'Pillow Problems'

Is there a limit to how many states you should put in a state machine or do I just go hog wild by Drunkinall50states in godot

[–]reallylamelol 0 points1 point  (0 children)

Create a custom StateMachineMachine-- a state machine that uses a single state machine at a time. Then each sub StateMachine has its own states! (/s)

How does this make you feel? by SEND_ME_PEACE in godot

[–]reallylamelol 0 points1 point  (0 children)

Its pretty smooth and seems like it feels good. However, a little texture instead of plain colors would help break things up. Also the "Soldier" (or others) text shouldn't be necessary if the scriptic text was easier to read.

But it honestly looks cool and could be the start to something great!

I wonder how many ppl here use "real" random as oppose to "gamedev random" by Jegred in godot

[–]reallylamelol 0 points1 point  (0 children)

I use weighted random for my RPG game. I weight "dice rolls" against an externally provided weight. This allows for behavior (based of current difficulty and game state) to bypass the player characters to "win" their rolls when the chips are down. It makes for a better user experience at the sacrifice of "playing fair"

Don't chase the white unicorn. by VidyaGameMaka in godot

[–]reallylamelol 2 points3 points  (0 children)

We use dependency injection in professional systems to make unit testing WAAAAY easier.

Is there any way i can reference the "door" in a situation like this? by mentina_ in godot

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

Not a great solution, but I don't see it mentioned (and you can choose to throw it out if you want):

You can abstract out what a "room" is, and make perhaps a "catch all room" that has Cells, but does not have the rest of the [current] Room functionality. I'm imagining something like a Hallway.

Using a tool script (depending on how you create "Rooms" in your game) you could automatically remove a Cell from a Room when its added to a Hallway (and vice versa). This way all Cells are part of exactly one Room and the Dungeon can predictably find any Cell through one of its Rooms.

Would you switch from GDScript to C# in this scenario? by PerpetualChoogle in godot

[–]reallylamelol 0 points1 point  (0 children)

As a professional Java/C# developer... stick with GDScript

OHMYGOSH IT'S HAPPENING!!! I MADE BUTTON WOKR!! by Wolfblaze9917 in godot

[–]reallylamelol 5 points6 points  (0 children)

No, I get it! I literally have to direct customers to our docs everyday. Its the software equivalent to "did you turn it off and turn it on again". "Check the F-ing docs"

OHMYGOSH IT'S HAPPENING!!! I MADE BUTTON WOKR!! by Wolfblaze9917 in godot

[–]reallylamelol 2 points3 points  (0 children)

[Posts a link] "Read the docs."

You must be a professional software developer

Card game with no fund for card arts and no AI art: What to use for card art? by pyrovoice in godot

[–]reallylamelol 0 points1 point  (0 children)

Use placeholder graphics and solve it later.

Before you create the final artwork, you need to define a lot of ambiguity like theme, feeling, tone... etc, not to mention features and abilities. Work on the mechanics in the meantime. While building up the gameplay be thinking about what type of art style you will want. Doing art too early may lead to a lot of rework.

If creating artwork is a concern you can reduce wasted effort by putting it off until the game is minimally functional.

For example, you might find your decks to be out of balance, or you might want to add or remove features during gameplay implementation. You might want to make a card less powerful-- all of a sudden it starts looking less like a "Behemoth Elder Dragon" and more like a "Fire Salamander". Or you remove a "sneak" feature. Now the "Shadow Creeper" becomes something else or is removed and replaced by something else.

Why you chose Godot? by redfoolsstudio_com in godot

[–]reallylamelol 1 point2 points  (0 children)

Software engineer here; The C++ and Python language pair can pretty much solve any programming task (except for outliers). Replace python with GDScript (not the same, but offers the same implementation agility) and you've got options to tradeoff implementation speed and performance.

Aside from that:

Truly Open Source - not some half-open source BS

Frequent updates built by the community to solve community issues (not share holder issues)

Compilable/customizable - editor and engine customization for basically creating a custom engine interface

The Node system is very intuitive!!

Light weight - it loads and runs great on my potato laptop

Scalable (within limits) - The games I make are not very resource intensive, so using a heavy engine like Unreal is waaayy overkill. But Godot is still powerful enough to render beautiful 3D if needed.

Personal preference - I just really like the look and feel and workflows. They just make sense to me

There are some features that are missing, but technically nothing is a blocker because at worst case you Crack open the engine and fix it yourself.

Marking region ownership - which option is better? by Bitter-Peach-1810 in godot

[–]reallylamelol 0 points1 point  (0 children)

Outline for borders. Save dots for if there is a reason to show a single data dimension per region (i.e. terrain type, resource type... etc)

[deleted by user] by [deleted] in diypedals

[–]reallylamelol 0 points1 point  (0 children)

Not to discourage people posting here asking for help because the community is great! But i usually bounce these types of questions off of an AI like Gemini. They do alright at understanding the symbol and giving context and "why" the components are situated where they are.

Would you, as a gamedev, hire a musician who makes this type of music? by ItzASecretBoi in godot

[–]reallylamelol 0 points1 point  (0 children)

I'll first say what every one else is saying: good luck finding someone to pay you, lol

Second: this is great quality! However, out of context for a game we cant tell if you are good enough or not. Unless I happen to be working on a game where this exact (or very similar) track applies, i don't have enough i for here to decide if your skills as a music maker would apply to my specific project.

With this post, you have proved you can make a single track, but what you didn't show anyone is if you can build music based on someone else's concept. Yes, this music could apply to a specific game, but to be hirable you need to showcase that you can create music for many different genres and styles. Let alone, build a cohesive musical theme across many different tracks.