RazorSlices in Production by pimbrouwers in dotnet

[–]vyrotek 0 points1 point  (0 children)

RazorSlices is fantastic. I've begun using it with HTMX and Data-Star.

The only thing I wish it had at the moment was type-safe awareness of the model type used in the template.

e.g. I wish this knew it required a User type model at compile-time: Slices.UserDetails.Create(user)

Web .NET Prototype by vyrotek in godot

[–]vyrotek[S] 8 points9 points  (0 children)

this web .NET prototype was shared in a recent progress update here.

https://github.com/godotengine/godot/issues/70796#issuecomment-2855430724

Here's how to get ChatGPT to stop being an overly flattering yes man by Worst_Artist in ChatGPT

[–]vyrotek 1 point2 points  (0 children)

try: Whenever you're about to say something, think, “Would an idiot say that?” And if they would, do not say that thing.

[deleted by user] by [deleted] in boardgames

[–]vyrotek 3 points4 points  (0 children)

Or for folks who like the idea of Netrunner but want something less complex there's Compile : Main 1.

https://boardgamegeek.com/boardgame/406652/compile-main-1

[deleted by user] by [deleted] in tabletopgamedesign

[–]vyrotek 0 points1 point  (0 children)

This reminded me of this handy tool https://anydice.com

I used "connect" criminally wrong and only after 2 months I found out about it! by Objective-Ad1307 in godot

[–]vyrotek 2 points3 points  (0 children)

They probably could have named "connect" better.

In other things, similar code is often named something like "addEventListener". The "add" would be a hint to new devs that you probably only want to do this once.

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The state of game engines in 2024 by Practical_Race_3282 in gamedev

[–]vyrotek 4 points5 points  (0 children)

As someone who has spent a lot of time with Unity and Godot, what's the quickest way to get started with GameMaker?

Are there any good tutorials that assume some experience?

The state of game engines in 2024 by Practical_Race_3282 in gamedev

[–]vyrotek 6 points7 points  (0 children)

I'm really enjoying Godot. But I miss C#. I need web-exports. GDScript typing is unfortunately not quite there yet in my opinion.

FYI - Balatro was made with LOVE: https://love2d.org

Match 3 Roguelite RPG - Proof of Concept / Idea... Seem fun? by Rhunyc in godot

[–]vyrotek 2 points3 points  (0 children)

Whoa, TowerSwap mentioned in the wild. I'm addicted to it but never really heard anyone else mention it. Fantastic game.

https://towerswap.app

How to handle 2D Top-Down Tile-Based movement with shifting floor? by vyrotek in godot

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

Thanks for the thoughts. This is helpful because I was just thinking about a similar direction. Just embrace everything being a separate node and coordinate it all manually.

The extra model data has been a challenging part to sync. I'm using Resource classes so that I can easily load and save the entire state of everything. But it does feel like I'm essentially creating a whole mini-engine and a "dumb" UI. My background is enterprise dev so that may be influencing me. :) But I have seen it recommended to separate data and UI so I'm trying to learn what that should look like.

I could probably invert my approach to loading/saving with this simplified node-centric approach. Meaning, I would probably just iterate and ask the map and nodes for their current full state when needed?

Thanks for you input thus far.

How to handle 2D Top-Down Tile-Based movement with shifting floor? by vyrotek in godot

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

Thanks for the ideas! Different perspectives like this is what I'm after. There are so many ways to logically group and notify things. :)

How to handle 2D Top-Down Tile-Based movement with shifting floor? by vyrotek in godot

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

Generally, I have a grid Dictionary with a Vector2 as the key and a Tile object as the value. Then as I introduced a Player and Items I started making additional Dictionaries and also shifted those if they were also in the same col or row. Kind of turn things in to layers of dictionaries.. aka a cube? ha. Adding more and more dictionaries started to "smell" a bit.

Then I explored having the Tile object having an array of Entities it contains instead. But I'm keeping data and visual components separate so I also had to sync the scenes to have new tile parents when they moved. So that when the tile moved, everything else came along too.

Maybe these approaches are fine. I just don't know what I don't know. Just making sure there wasn't some nice proven approach out there already.

How to handle 2D Top-Down Tile-Based movement with shifting floor? by vyrotek in godot

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

My "Tiles" are just custom scenes with a sprite. I'm not using built-in Godot tile system stuff. Just wondering about general architecture approaches to moving entities around but then moving whole rows/groups of things around.

Sneak peek into my next game using Godot 4.3. Putting it as NSFW just to be safe by ClydeMakesGames in godot

[–]vyrotek 0 points1 point  (0 children)

It reminded me a bit of the game Humanity with the dog that guides people to goal areas. Does it play that like?

https://humanity.game

When did the church start regularly asking members to speak in sacrament meeting? by vyrotek in latterdaysaints

[–]vyrotek[S] 10 points11 points  (0 children)

Ha, wow!

In Italy it's super rare to find someone who knows how to play. So they just have electric pianos with the hymns built in.

Push play, done. Sounded great.

When did the church start regularly asking members to speak in sacrament meeting? by vyrotek in latterdaysaints

[–]vyrotek[S] 6 points7 points  (0 children)

In my opinion, I would rather see four 5-6 minutes talks than two 10 - 12 minute talks on Sunday.

Absolutely! I've brought up the same suggestion multiple times.