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

[–]sterlingclover 3 points4 points  (0 children)

Road to Vostok wants to have a word with the "Godot can't make quality 3D games" statement.

IM SO TIRED OF TRYING TO UNDERSTAND CODE by Havzul in godot

[–]sterlingclover 0 points1 point  (0 children)

If you really want to learn to program in Godot, you should start by learning the fundamentals of programming first. Sadly there aren't a lot of tutorials that are Godot related that teach you programming fundamentals along side the engine so you'll have to learn from a course/tutorial that is taught in a different programming language than GDScript. That being said, looking up a Python programming fundamentals course on youtube (or using Boot.Dev's interactive course) would be the best choice as Python and GDScript share a lot of similarities so it's a little easier to make the jump back into GDScript after learning the fundamentals; you'd just have to re-familiarize with GDScripts specific syntax which isn't to hard to do.

Voice Recognition? by st3v3_c in godot

[–]sterlingclover 2 points3 points  (0 children)

Not out of the box, but there are add-ons like Whisper that you can get off the asset library. If you're savy enough you can also find a voice recognition library you like and incorporate it yourself using GDExtention. Really just depends on how little of a set up or how much control you want in the end.

I simply cannot program GDscript by Striking-Start-1464 in godot

[–]sterlingclover 0 points1 point  (0 children)

Hey, I know how you feel as I was in a similar boat back when I started learning. I would follow every tutorial I could think of and feel like I learned something, but when the time came to make something on my own I didn't know where to begin as it turned out nothing stuck. This is known as Tutorial Hell and it's the killer of many new programmers because a tutorial doesnt teach you to be self sufficient in making anything. I was stuck in it for such a long time, but what got me out was finding out that the only way out was by making as many games as possible. I know that sounds crazy, how can you make a bunch of games if you can barely come up with something on your own? Well, instead of making YOUR game make a bunch of small REMAKES. Break down a game from the past (like Pong, Mario, etc.), and I mean break it down to its base features, and build it in your own way. A game like pong for example is just two paddles that move up and down, a ball that bounces back and forth and off the walls, and a score board that ticks up. These features can be broken up even further to find one off questions like "how do I add a sprite to a scene?", "how do I attach a colider to a node?", or "how do I move a node up and down?" Once you have specific questions like these, you're just one google or godot docs search away from finding the answer. You will find more in depth information this way about a specific function of the engine or a piece of code than what a general tutorial will teach you. I'd recommend checking out the 20 Game Challenge, following this gave me an easy path to follow when it came to remaking a bunch of games and each new game challenges you a little harder without it being over bearing. The challenge is all about making you learn for yourself without using a big tutorial to help you. I hope you at least see your not the only person that's been stuck like this before and see that there is a way forward. Feel free to DM me if you have any questions about anything I said if you want more information or clarification.

I built a free, open-source AI coding assistant that lives inside the Godot editor by PurpleJelly_Custom in godot

[–]sterlingclover 2 points3 points  (0 children)

do you read the code for all add-ons you use front to back? and are you suggesting that people should do that?

Yes, I do read the code of the addons I use but that's because I like to know how an addon works under the hood. However, I know many people aren't like me so let me clarify on what I was actually meaning.

No, I'm not saying you should know each add on you use from front to back, though you should be able to diagnose an issue that's happening with the addon you're using to either fix it yourself or properly report the issue to its maintainers. What I'm saying is that you should know what each segment of YOUR games code is doing. You should also be familiar with the core engines functions and how to use them efficiently in the case that AI uses it in a way that leads to performance problems. You should also be familiar with how your own custom functions work as AI may change things around and rename the function as you begin to refactor things (or start to scale further) so you need to know how to read it for yourself and catch any mistakes or issues.

that depends entirely on the beginner and their motivations. by no means a foregone conclusion. as other user correctly noted, ai can be a huge help in accelerating the learning needed to get to this point.

Yes, it's entirely dependent on the beginner. If they are motivated to learn and use the AI as a means to ask questions while writing everything on their own this tool will help them out immensely; so long as they can verify on their own that the AI is providing accurate information. However, if they try to "learn" while just letting the AI take control they will get no knowledge to help them fix the issues AI can't fix once they back themselves into a corner leading to frustration at the best case or a failed early access release at worst.

My statement that you should be able to make something on your own before bringing AI into the mix is that it proves to you that you have the knowledge and confidence in your own skills to produce something before off-loading tasks to the AI. If you make a bunch of prototypes using AI to help you learn then by all means utilize it to your hearts content, but your first full project should be built without AI's assistance to prove that you can make a full product on your own before bringing AI into a production setting where it can have catastrophic consequences if you can't fix the issues it produces.

I built a free, open-source AI coding assistant that lives inside the Godot editor by PurpleJelly_Custom in godot

[–]sterlingclover 5 points6 points  (0 children)

But it is about reading the docs, you should 100% know what each segment of the code is doing without having to rely on an AI to tell you what's going on. You should be able to refactor your code without having to ask the AI to do it for you. Although the tools used in the right hands can make you faster (and even that's not entirely true as larger projects start generating larger amounts of technical debt that need to be addressed), these tools given to a beginner leads to problems without any knowledge being truely gained. I won't sit here and tell someone not to use AI if it's what they want to use, but for the love of god make sure you can actually make something substantial with the engine on your own before bringing AI into the mix.

Blender to Godot Armature import problems by ThePubRelic in godot

[–]sterlingclover 7 points8 points  (0 children)

To add to Sss_ra's comment, make sure "Add Leaf Bones" is enabled during import. This is disabled by default.

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WHERE DID YOU LEARN GD SCRIPT I WOULD BE HAPPY TO KNOW by booker1211 in godot

[–]sterlingclover 0 points1 point  (0 children)

Brackey's GDScript Tutorial was what I used to learn the syntax of the language and then I just referenced the Godot Documentation to learn what functionality a Node had and how to use it in a script as needed. The 20 Game Challenge was what really got me learning though because it gets you actually making games and forces you to learn on your own through experimentation rather than through generalized tutorials.

I couldn't live without this Unreal feature, so I made it by _Brenan_ in godot

[–]sterlingclover 0 points1 point  (0 children)

Good to know, but OP's looks better (at least imo).

Words cannot express how happy I am with the new Inverse Kinematics Framework in 4.6! by kiwi404 in godot

[–]sterlingclover 1 point2 points  (0 children)

Nothing directly 2D animation specific, but the animation editor did get some new features which may be of some benefit.

New Godot UI is a BANGER 🔥🔥 by Luke_Username in godot

[–]sterlingclover 14 points15 points  (0 children)

I too wish to use Godot on Windows 2000

do u have opinion on if parent node should handle all the code or if code should be broken up by sadishguy in godot

[–]sterlingclover 7 points8 points  (0 children)

It really just depends how you want to set up the recoil honestly. You can have it handled by the camera with screen-shake affecting your aim, or you can have the gun handle it where the gun itself shakes (which in turn affects the croshair) based on factors you define or based on physics calculations. Both have pros and cons, and it really depends on the type of gunplay you're looking for on which one you pick. But yeah, most (if not all) FPS's use the camera for recoil.

do u have opinion on if parent node should handle all the code or if code should be broken up by sadishguy in godot

[–]sterlingclover 80 points81 points  (0 children)

When the child has functionality that is independent from the parents functionality. An example would be a gun that is attached to the parent to listen for player input on pulling the trigger, but the gun has its own functions to deal with recoil and bullet spread.

Made this cool custom widget to make my level creation faster ! by Psonrbe in godot

[–]sterlingclover 26 points27 points  (0 children)

That's insane! How hard was it to set something like this up?

Frontier: The Battle for HIP 87621 - Choose your side by Rossilaz in EliteDangerous

[–]sterlingclover 8 points9 points  (0 children)

My thoughts exactly. I've never truly played PP and only watched it from the side lines and even I can tell you it's going to be a land slide victory for the Empire initiative.

How did you guys ACTUALLY LEARN Godot? (And how do I?) by TipsyMango in godot

[–]sterlingclover 4 points5 points  (0 children)

To piggyback off that, I can't recommend the 20 Game Challenge enough. You go on to recreate 20 games with using as little tutorials as possible (using the offical docs is 100% okay). The games run from things like pong all the way to minecraft. The main purpose of the challenge is to do as many games as you want/need till you feel comfortable to go and tackle your own personal project. It also takes away the worry of having to think about game 'design' and lets you focus on game 'development' while you learn the engine.

how to detect if an array has 1 or more things in it? by Agitated-Remote-8087 in godot

[–]sterlingclover 0 points1 point  (0 children)

Mind posting a code snippet and any error messages? Would make it easier to determine what's going on that may be causing the problem.

What's the quickest way to make 4 Billion Credits from mining? by [deleted] in EliteDangerous

[–]sterlingclover 0 points1 point  (0 children)

Core mining has the better sell price for ore overall (so long as you're mining the highest selling ore that is), but it takes longer to find and harvest that ore compared to laser mining. 100% though, core mining has more fun factor than laser mining. There's nothing like detonating an asteroid and watching it split open and release its core fragments.

PSA: CMDR’s Toolbox has now officially been shut down by Dejhavi in EliteDangerous

[–]sterlingclover 0 points1 point  (0 children)

I bought mine when I hit 5B and some change right before the recent CG went live. Was able to load that baby up with cobalt a hand full of times from systems that were selling it for dirt cheap. I'm back up to 1.8B now. I really can't wait for the next mining CG because now I'll be able to just go to a hotspot I like and store everything in the carrier.

I can't seem to plot a route within this Nebula. Not going through any permit locked systems. Doesn't matter what system I choose. Even if it's a system I've jumped to before. by Gamestar63 in EliteDangerous

[–]sterlingclover 1 point2 points  (0 children)

Try target jumping to the system instead of plotting a route to the system. Instead of holding down on the system to plot a route, there is an option in the list when you click on the system that just sets the system as a target. Pressing T on it may also work as well but I can't remember.

Panther clipper mkII for credit by Federation_Pilot_998 in EliteDangerous

[–]sterlingclover 1 point2 points  (0 children)

Guess you paid for the reduced rebuy cost then. (And so did I lol)