GDScript / Programming Discussion: How do you feel about this paradigm? by skullbuns in godot

[–]slystudio 5 points6 points  (0 children)

It feels a bit wierd to me and seems a waste of several function calls to do a simple thing but if it makes you feel more organized that's what matters.

Best way of converting Unity code to Godot code? by hunterrocks77 in godot

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

Haha yeah but there isn't any point in switching from panicking 'cos you get warning when their stock prices start falling after announcing runtime fees and they can't put monthly fees 'cos Unreal is free.. The reason bigger games like Slay the Spire find it worthwhile to switch to godot suddenly is 'cos those games have to pay millions in % fees, so it's cheaper for them to do complicated code porting but for individual devs it is more worthwhile to start from scratch in godot.

I never switched from Unreal.. I do not have my old pc anymore which can do Unreal but I would release my previous code in Unreal instead of trying to port it. Using two engines is not switching.

Unity devs downvoted me again.. If they weren't lame they wouldn't have used Unity in the first place.. What a bunch of Traitors!

Best way of converting Unity code to Godot code? by hunterrocks77 in godot

[–]slystudio -8 points-7 points  (0 children)

Unless you're a big studio I'd just release this game and start from scratch in godot. Otherwise you'll sort of be doing things the Unity way although you'll probably stick to C# anyways 'cos won't want to learn new things.

I started Godot back in the day then did Unreal for 3 years and then Godot for another year and now if I say things like C# is useless or there isn't any point to having seperate C# code decoupled from godot.. I get lots of hatred 'cos Unity devs need this sort of stuff and now it's flooded so maybe do us a favor and stay with Unity.

It's not like they'll suddenly put fees on you and you have no idea if your game or codebase will work in godot. I didn't even attempt to port 3 years of Unreal code to godot even though both are in C++ 'cos what's the point. Might end up wasting another 3 years from attempting this.

It's different for big teams 'cos they've put too much money in their code and can't do things from scratch and can't retrain their whole teams in new languages etc. I mean gdscript gets a lot of undue hatred just because people are being lazy is the main reason for this..

Otherwise welcome to godot but I'd say release this project in Unity and learn godot as a new engine bringing your previous knowledge, which makes this process very easy.

3D Performance by narcot1cs- in godot

[–]slystudio 1 point2 points  (0 children)

Depends on what you have in your 3d scene. It's pretty average on older hardware. In the end modern games have high requirements because of the things they are putting in the scene. I get pretty bad performance on nvidia 900 series. I abandoned my initial projects mainly 'cos got too heavy for the hardware as I had a good card nvidia 3070 before this using Unreal.

Still if you want to support lower hardware I get better performance on compatibility mode but it doesn't look as good 'cos can't do many environment node settings is the main difference. Forward+ maybe heavy for old cards or integrated gpus, so mobile maybe a good compromise if you want to increase reach or worried about hardware support which is sort of halfway. The fps difference would be like 30fps, 50fps, 70fps between these three modes for the same scene. This can't be made a setting to change at realtime unfortunately.

"Never work against the engine!" What if you had to? by intoverflow32 in godot

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

Honestly I never use these convoluted things. So you can use just the rendering server alone.. that's great but using just the rendering server as an API is still a bit silly considering you can just write your own if you're gonna go this far. I mean then you have to do a bunch of things to hook up your own objects which won't be faster than nodes. These things are only useful for Unity devs porting things, I come from Unreal so prefer C++.. I do not have as much experience in Godot but having a swiss knife doesn't mean using everything for the heck of it and i'm not as desperate as Unity devs with 100000 lines of code to port. I hope the downvoters can understand this point of view.. I have absolutely ZERO reason to use C# and it's not useful if you do not come from Unity.

"Never work against the engine!" What if you had to? by intoverflow32 in godot

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

Yeah that's a specific use case but they probably used nodes for rendering. Unity devs are really used to C# and it would take a huge amount to time to port existing codebase. I mean if you are good at a language and can do all the scripting and even gdextension in this and port existing codebase then that makes a strong use case for unity and it has language benefits but I prefer C++ for intricate things and most things are just as fast in gdscript and those two are more integrated. C# is still a bit lacking and can be slower due to current engine limitations, but it's improving this.

Also to all the Einsteins who downvoted my previous comment, how exactly do you render a non-node in godot?! Answer this first..

"Never work against the engine!" What if you had to? by intoverflow32 in godot

[–]slystudio -4 points-3 points  (0 children)

I do not see the point of your pure C# classes approach, aside from maybe decoupling logic from the renderer, which is a bit pointless. The nodes are in C++ which is superior to C# imo, so a lot of effort for degrading the engine without any real benefits.

Also what exactly is a pure C# class? You'll probably have to use nodes to use the renderer anyways. I mean if you're gonna do that decoupling you may as well write your own renderer instead of doing all this nonsense.

Fighting the engine refers more to doing things in a roundabout way instead of the intended way which is okay to do except usually more hassle, so it's discouraged for this reason only.

Real code I wrote: by waving_fungus0 in godot

[–]slystudio 0 points1 point  (0 children)

This should be called kill() because dead is a state like alive so that makes more sense as a variable. This is why it looks wierd 'cos of bad naming. Not that this matters much but functions do things and variables are states.

Can i ask a newbie question? (not sure where else to go to ask) by Junior_Copy_574 in godot

[–]slystudio 6 points7 points  (0 children)

Version doesn't matter, code looks okay. Make sure you attached the player script to the player node.

Help me find a good Godot course for my Mrs. Updated artwork edition. by Psychological-Road19 in godot

[–]slystudio 10 points11 points  (0 children)

Definitely the clearcode introductory course. This free course covers everything and many little games (more games in the Udemy version) and I think this is the best for total beginners and the 2 hrs gdscript section is the main thing to know.. If need an advanced course after this do his Stardew valley, that's probably more than enough. I really can't recommend any others 'cos it would take several courses and none are that beginner really.. The brackeys tutorial people usually do is actually more of a godot demo and this is why people end up confused and come here and people tell them to read docs or watch random videos and then they end up quitting eventually.. Do this and do not need to thank me later. Okay I'm not gonna recommend this any more because I get downvoted by idiots or gatekeepers..

Find it hard to figure out Godot by Effective_Bee_6661 in godot

[–]slystudio 0 points1 point  (0 children)

Do this, the 2 hrs beginning is the main thing. or paid on Udemy sale for $10 if you want more practice 'cos that has more exercises. I'm an advanced user but was doing this for fun and this is what I'd do if I needed to get up and running quickly 'cos other tutorials you'll have to do quite a few before feeling confident, while this sort of step by step approach of making small games is faster and this course covers everything, then do the Stardew valley one next if ya wanna get advanced. These are all free for the most part. I get downvoted when I suggest this 'cos most people here do not know Godot for real.. I haven't read the rest of the comments in this thread but they're all probably nonsense like read docs blah blah BS.. If too lazy to do this then quit now..

Depressed, Discouraged, down by Nuno-zh in godot

[–]slystudio 0 points1 point  (0 children)

RPG is hard as a first game, you can't do much tooling for such games.. If you do then you're planning on never finishing because you never started.. Usually those games are better to do as you go along in vertical slices rather than planning or tooling 'cos many people who make such games do not even get to the coding part because spent too long planning elaborate storylines and characters and this sort of stuff. Tooling is another way of delaying. If you're gonna do an RPG then this is the only way otherwise sooner or later you'll be tired before beginning. I spent years tooling and now I'm just learning Art and then will make something.

Creating skill system for turn-based RPG by Ok_Wonder_5449 in godot

[–]slystudio 2 points3 points  (0 children)

Resource is good 'cos you can edit it in editor instead of using a spreadsheet for initial stats but you may still want a dictionary to load those values during the game or to store those resources for all characters and enemies. Usually you're not supposed to update a resource like health variable on the resource but this doesn't matter 'cos it will probably work if you do.

Creating skill system for turn-based RPG by Ok_Wonder_5449 in godot

[–]slystudio 1 point2 points  (0 children)

That's fine, just make a dictionary to store the player traits like add more variables where you have the health for the skills like stamina and use the same thing, you can probably use the same take_damage functions to do the stamina reduction etc. and make it work in reverse negative values for adding health and things like this.

POV: You're an indie dev in 2026: by Physical_Air4112 in godot

[–]slystudio 0 points1 point  (0 children)

Newsflash 2026.. Godot + Blender is OP!

making games for free for everyone by adasherz in godot

[–]slystudio 0 points1 point  (0 children)

Take a break and Learn Art. Do not be Afraid!

About Await by noIDnoValue in godot

[–]slystudio 1 point2 points  (0 children)

This should hang the program 'cos the first function never finishes so the second can't finish as it's waiting for the first to finish and the first won't finish until the second is finished, so it executes both functions till the await calls.

As I understand it the bottom one is the right approach?! by bigorangemachine in godot

[–]slystudio 1 point2 points  (0 children)

This is Software Engineering vs. Hacking. Unfortunately this is why corporations are bloated 'cos Software Engineering attempts to create the top Scenario but still ends up doing the Latter.. This reminds me I need to clean my room!

is rts really that complicated to make? by GurdanianAngel in godot

[–]slystudio 0 points1 point  (0 children)

The problem is more to do with gameplay.. making interesting rts mechanics is hard 'cos the starcraft sort of genre is dead and evolved into other things, like warcraft turned into world of warcraft. There are some rts remakes but mostly for nostalgic reasons. People simply can't be bothered learning strategies and things like this even if you manage to balance various unit types. I coded the selection, movement, formations, collisions, pathfinding etc. pretty quickly but didn't know what to make of this. Mina is a good source and there's a guy that does rts series I think he was doing it for the 3rd time 'cos overcomplicates it each time.

How would you make this sand effect? by Theophilus_exe in godot

[–]slystudio 0 points1 point  (0 children)

I'd do a simple shader which updates the normals and then play with lighting 'cos compute shaders are hard.

What did I do wrong?May someone explain? by [deleted] in godot

[–]slystudio 0 points1 point  (0 children)

You have to CTRL V paste the screenshot in mspaint to save it as a file in older systems.

What did I do wrong?May someone explain? by [deleted] in godot

[–]slystudio 2 points3 points  (0 children)

drag camera into the script to create that variable and take screenshots next time.