popcar2

@popcar2@programming.dev

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Weird limitations with Expressions

I have tried myself at using Expressions for quickly throwing together some simple functionality right in the editor, without opening the script editor. I just export an array of Strings. But apparently assignment is not allowed in these expressions! Method calls are fine, but assignment doesn’t seem to be okay. Here is what...

popcar2, (edited )

Most variables have setters for situations like this. Rather than using get_tree().paused = false, try get_tree.set_pause(false). There’s also Input.set_mouse_mode(), you’ll see them under the variable names in the docs.

popcar2,

“Merge pull request #8 from [branch name]”

Not the most exciting but hey, someone has to do it.

popcar2,

I got it from a Buffoon pack, but it’s still worth buying because it pays for itself. You get 2 jokers that are worth 1-2 dollars each, you can sell them if they’re not worth keeping and you can even get jokers like Egg and Mail-In-Rebate that gain you tons of money.

It’s a life saver in ante 1-2

popcar2, (edited )

Has it ever been better?

Actually, yes, by a big margin. Back in ~2011 mobile games were actually trying to be great. Games like Edge Extended, World of Goo, Bounce Boing Voyage, Zenonia 2 & 3, etc.

I remember early Humble Bundles being full of exciting games for mobile, now you’ll be lucky to find just one of them that isn’t filled to the brim with MTX or ads.

popcar2, (edited )

It’s a two part story:

  1. The mobile market mostly targets kids and boomers and their resistance to microtransactions has been basically non-existent, making the market quickly become predatory and full of spam
  2. Modern app stores have become abysmal, making it impossible for smaller games to see the light of day. 99% of google play is a dumpster fire, and the 1% that is decent isn’t published by a multi-billion dollar company so you’re unlikely to ever see it. There are good games out there, but the way the algorithms and ads work makes them constantly pushed down in the list. This isn’t “a problem” to a company like Google because they’re making bank off of all these ad spaces.

Anyways, most good games are paid, but here’s a list of stuff I’ve enjoyed playing on mobile:

  • Fancy Pants Adventures
  • Bloons TD 6
  • Dicey Dungeons
  • Dead Cells
  • Slay the Spire (but the mobile port is rough on small screens)
  • Knights of Pen and Paper +1
  • The Enchanted Cave 2
  • Let’s Create! Pottery
  • BAIKOH
  • Data Wing

Probably a lot more I forgot. Have at it.

popcar2,

It’s also a lot easier to manage via code since you could just get children and have each layer have its own group.

popcar2, (edited )

Sort of. If you earned >$1 million in revenues in the past 12 months, you have two options:

  • Pay 2.5% of your monthly revenue
  • Pay a runtime fee based on your monthly downloads

So basically, they made it optional, but you still have to pay 2.5% which is still significant. Otherwise you can use the runtime fee and report data yourself (it will probably be cheaper)

popcar2,

I don’t agree with people downvoting you just cause its unity lmfao

Yeah Lemmy is kind of funny in that regard, the downvote is not a disagree button.

popcar2,

Just skimmed the video, it’s pretty good! Provides a good crash course for people to just start making a platformer, it definitely skims some important topics like physics layers or how to properly use tilemaps, but I expect follow up videos to start explaining things more.

popcar2,

I was recently contracted to make a neat prototype of a game. It’s a twinstick shooter with MOBA elements, you got minions coming out of towers attacking other minions and the goal is to destroy towers to make your way in and destroy the enemy base.

Screenshot of the game

Navigation in Godot is pretty neat, very hassle-free.

Screenshot 2

popcar2, (edited )

I’ve bought the $1 tier to get into shaders and I sort of agree. I took the Unity 2D course when I was starting out game development and it was excellent, really gave you everything you need to know to understand and learn how to make real games.

I’m 75% through the shader course (which is fairly short, like ~2 hours long) and it’s just okay. It gives you a decent introduction on how shaders work, teach you a few simple effects like distortion and dissolving and color swapping, then you’re on your own. I didn’t feel like I learned enough to be confident making my own shaders and I still only have a surface level understanding of it. Not great for a paid course, I’m starting to think that’s the reason it was only $1 in the bundle.

I still 100% recommend their 2D unity course but it seems like how good the course is depends on the instructor. Rick is the best instructor they have, the new ones aren’t cutting it. Maybe I should make my own tutorials because a lot of Godot offerings currently are lacking.

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