Kinda baffles me when a restaurant has bad acoustics. You want people to sit and eat here, when I can’t hear myself think because I can literally hear everything happening in the kitchen?
This is dope — Kagi (non-shitty paid search engine) updated their pricing for the better! They have a new starter plan for $5/month, and $10/month for unlimited. I didn’t pull the trigger last time I tried it (despite good results) but I’m onboard now. 😊
With all of the #unity junk that has happened is it still a good idea to continue learning it as a beginner with no self made games/demos under my belt?
or would picking up #Godot (Or another recommended engine like #unreal now while I'm still early on be the better choice?
I feel I'm facing some choice paralysis and would appreciate some input, thanks <3
@blackmetal@BuyMyMojo Seconding this. If you want to make indie games, Godot is awesome. If you want to get a job in AAA, try Unreal first. If you try Unreal and you find it too intimidating, then give Unity a shot.
I did the “Red Mile Run” in Starfield last night and during the intro I was already thinking “this is all a lie I’m gonna steamroll this” and I feel like that’s not a great place to be as a player?
If it was a FromSoft game those theatrics would hit different. I’d be nervous, excited, curious about the challenges ahead. Takes you out of the world to suddenly go “yeah right this shit is gonna be so easy”
Ugh today sucked. I had to try to get a WordPress realty plugin working and what a fucking clown show. The whole realty market and it’s various hangers on are a cash grab and a fucking scam istg
@paintedsky I thought you might be a good person to ask - is there anywhere with reading/examples of some advanced topics in Godot for things like event manager/dispatchers, how to structure things in godot for QOL in scripts, scripts talking to one another, asset management, etc type stuff. I am really bad at this "hello world" thing
@chas I’m not sure I’m quite the right person for “advanced” #GodotEngine knowledge, but I’ll try my best and maybe at least give you a jumping off point for more specific searches.
So the events dispatcher and scripts talking to one other, that’s done via Signals. Signals is pretty similar to BroadcastMessage from Unity.
Generally, signals are defined at the top of your script (above properties is the preferred spot IIRC) and then emitted from inside the methods as needed.
On the other end, you can connect to signals via the editor (“Node” tab next to Inspector) or via code with the connect() function. Generally I stick with the editor unless I can’t (like connecting to signals from runtime instantiated nodes)
@chas Sometimes it’s a bit too onerous to use Signals for something basic or when you’re only going 1-2 levels up or down the scene tree. In those situations I tend to avoid find_node() for performance reasons (though it’s fine if it’s a rare occurrence), but I will export a NodePath property so I can drag-and-drop the Node reference in the editor, then use get_node() on the NodePath in my script.
@chas I think it's pretty common to nest stuff pretty deep, kind of have to in order to do "ECS" in Godot, using a parent node as the entity and child nodes as components.
I also make judicious use of the various UI container nodes and combine them to handle things like margins, scrollviews, etc. So I end up with a fairly busy scene tree. (Screenshot 1)
I also do "prefabs" by having discrete UI pieces in their own scenes and then placing those into other scenes. (Screenshot 2 - check alt text)
"#Unity isn't a game engine. It's a advertising and malware network that merged with a popular game engine as a delivery channel and now wears its corpse as its skin"
@Oggie@pluralistic That is a very good point. Godot is supposedly bringing back visual scripting in 4.x at some point, but AFAIK I don’t think there’s any “make a game without writing code” options within the current Godot 4.x ecosystem. And the Godot Asset Library is much, much smaller than Unity’s Asset Store.
GDevelop would be good for a “no code” option, but then that’s an entirely different engine and there’s no “smooth transition” like you’re talking about.
@Oggie@pluralistic Yeah, I agree that that could happen with Godot, but sadly even if it does, we’ll likely have 2-3 years of “not so great” while it catches up. Hopefully it will be as quick as it can be…