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ravinmaddhatter.com
I make lots of stuff. mainly for minecraft. I made https://structuralab.com/ i wrote a skyblock pack for minecraft bedrock. lots of random stuff.
668 posts 46 followers 32 following
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Make sure you take advantage of the signal system.. effectively pub/sub. It really helps make things portable
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I honestly like godots 2d support over unity's hacked 2d methods
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Coming in 2085
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It sounds like you are re-inventing bitmaps
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8 bit unit is common for color
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I think godot is much easier once you learn it, but learning resources are split between 3/4 and 4 learning tools just are not as mature as unity.... But that isn't a forever problem
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Okay that was cool
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Yup that was my second set of advice! We are aligned I just forked into 2 comments to prevent confusion
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Yeah. The godot stuff is coming along. The install license fiasco broke trust in unity for me... And for a lot of other people. The fact you could get rug pulled like that is a huge deal breaker
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Ooh. Also compiling with paths is bad
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Why use json saving vs the native node save method. Just curious
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If you are building a game with a small to medium complexity. It is the best solution imo. If you are building a 2d game it is straight up better then unity. If you are building a game where you need 1000 sprites in screen... Unity will be marginally better
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No problem. Found you through the godot feed
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Depending on what you are making... Honestly godot may be better than unity
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Godot is also free and flexible. Godot 4 has been a major benefactor from the unity licensing bs about a year ago
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There are several options... Exporting a variable then selecting it in the UI is the easiest one
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Export var dropNode Then in the ui for the character node set the exported item to the node you want to drop from... Then you can get the location. This allows you to change the node tree without updating code
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Use exports rather than loading the path
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For instance make an emit event from a "gun" or base object at the location you want these interactions to occur then emit an event the object is connected to then make the object spawn the entity for you... No lookups needed...
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Put an attach point and use signals?
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Remapping keys can be done in code like this forum.godotengine.org/t/how-to-spe...
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I am really close to putting together a make human based (blender plug-in) ttrpg Minifigures Creator for godot that will be published on steam
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There is a project in godot specifically for making characters. Humanizer will give you an extreme level of customization. But it is generally high polygon count godotengine.org/asset-librar...
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I would be very careful with those textures...
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Look up the humanizer project
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To be fair. Unity and unreal have both had bigger breaking changes
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But 4 has been out for 2 years. So really isn't that crazy quick
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I mean between 4.3 and 4.4 they made making "baked meshes from skeleton poses" for statues or paintings or other things a literal 1 liner
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Godot is good for most games right now. It isn't as good for photo realism. But it is dang good
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You can do console games with godot... Right now there are companies that will do the compiling for you... Legally they can't do it directly and open source... But you can build them
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You can stick on old versions with godot
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Godot.. the mit license can't be beat and the engine is so quick and easy to prototype with. I used to look at things in unity.. but after the bait and switch that occurred with the "install fee" I am not going to work with a company who acted like that in the past... It is dead to me.
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Imagine compiling things like sending code to a server, and using the debug as testing on your local machine... You want to know what you need to put in your server environment as you go along... Not just figure it out at the end
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I mean exporting isn't too hard. Just dont wait until the end to compile. Expect that you will need to set that up. By default, godot doesn't add things like json files, or pngs, or text documents to the compiled output... So if you compile throughout testing you don't have a giant list of things
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Start small, start simple. Export (compile) your game early. There are some things that act different when compiled.... This can be frustrating when you realize that where you can import nodes using string paths... You do limit your compile options
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Embrace the nodes and object oriented nature. Use signals and connections. Signals and connections can be made with code, it isn't just for buttons. When you "cast spells" you can have a signal emitted and then each entity checks for distance. This is a major work flow in Godot
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I would also prepare yourself to approach this like you would approach being a painter or musician. Want it to go well, but know that most people will not become wealthy based on their art. This is art.
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I would recommend starting our with a small game, a game that is very simple and very manageable to build. Something you can use to learn the tools INCLUDING how to put it on your desired platform... Then do your bigger more ambitious projects. But start easy
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What do you want to learn. Maybe it was because you were searching something like "things to know when you start game development" develop.games
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I have not seen this at all.
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You have no idea how many people seriously post stuff like this
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Really .. so where are the huwoman? All mobs including enderman are non binary, queer or trans except the ender dragon. That isn't me that is Cannon
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Every update you do need to update manually in flatpack but it is just a flat pack update command to run 1 time
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The ender dragon? Also the idea that enderman means male is as silly as human meaning male. Villagers are canonically non-binary. The enderdragon is female. And the game in it's developing team is pro LGBTQ+. This is literally complaining to complain
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Isn't there? The ender dragon is female
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I have not had too many issues in the last year or so. There was a time when the main developer dropped it because it was being used to pirate the game.. and the developers are anti piracy but pro being able to play on your chosen os
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You could use the unofficial Linux launcher