mrsgreenpotato

joined 1 year ago

Interesting, thanks for sharing!

Some type of logistics tycoon, maybe mixed with some puzzle solving. There are a couple of ideas I'm currently running around 😅

Yes, aa long as you know what components are inside the Zombie scene, then you can export it. But the idea of being more flexible is that you shouldn't need to update the Zombie class when you add a new component to it. E.g. You want the zombie to be "Bumpable" now (for some reason :)), then you should be able to just add the Bumpable node to your Zombie scene and that's it. With your approach, you'd need to also reference and export it in the Zombie class first.

[–] mrsgreenpotato@discuss.tchncs.de 4 points 3 days ago (1 children)

Some type of logistics tycoon, maybe mixed with some puzzle solving. There are a couple of ideas I'm currently running around 😅

How did you reach 6k? Do you think that something in particular helped you get there this time?

I'm also working on my first release - Bedroom Battlegrounds and I got just about 1k wishlists and I'm hard stuck 😅

[–] mrsgreenpotato@discuss.tchncs.de 1 points 3 days ago (3 children)

We don't have generics in gdscript unfortunately, there's a whole thread discussing about it here. You'd need to either have this piece of code in every place you want to retrieve the component, or you could have a static function in the component class that takes a node as a parameter and checks if it has children nodes of the correct type. Then it can return the correct type node as well and should be fully type safe. But you need to have this static function on each and every component class, which I think you can't overcome without generics.

[–] mrsgreenpotato@discuss.tchncs.de 1 points 3 days ago (5 children)

Correct, I'd also use exported values if possible. But that isn't flexible enough in some cases, because you'd need to individually export all possible attributes that the node might have.

For it to be more flexible, you could have something like this:

for child in get_children():
  if child is ClassNameHere:
    return child

That would give you the same result as described in the article, without string reference. You could make a static func for it and call it a day :)

[–] mrsgreenpotato@discuss.tchncs.de 5 points 3 days ago (6 children)

I tried, but I can't post a video directly here :/ unless I'm missing any obvious way?

[–] mrsgreenpotato@discuss.tchncs.de 3 points 3 days ago* (last edited 3 days ago) (7 children)

Why are people still using string references? Like in the case of "Bumpable" - this could be a class name and reference could be via the class name instead of checking the node name by string. String references are super dangerous, as you will get a potential error only at runtime if you make a typo, IDE can't help you. Don't get me wrong - I like the idea behind component pattern and I use it myself sometimes, but the execution could be better in my opinion, unless I'm missing some obvious reasons for doing it this way.

 

My new project based around trains. What do you think about it?

Streamable.com alternative link

Dude, my company has just been acquired by another one. This is me every day now for the next couple of months.

 

cross-posted from: https://discuss.tchncs.de/post/16600744

My first game just entered Open Beta Test - turn based strategy with toy army men - Bedroom Battlegrounds

Hello all, I'm happy to announce that I've just opened beta test for my first Steam game release, which will be available between 30.05 and 02.06.

This is a turn based strategy game, where you play with toy army men trying to conquer your opponent on the other side of the room. Available in single player mode against the AI, or local multiplayer, also via Steam Remote Play.

Steam page: https://store.steampowered.com/app/2776110/Bedroom_Battlegrounds/

I'd be very happy to hear your feedback, which you can send over here, or through a dedicated feedback form. https://forms.office.com/r/nvt7vAz9kF Your feedback will play a crucial role in enhancing the game before releasing the demo for the upcoming Steam Next Fest, and subsequently full version of the game later this year.

Looking forward to hear your feedback. Happy conquering!

 

cross-posted from: https://discuss.tchncs.de/post/16600744

My first game just entered Open Beta Test - turn based strategy with toy army men - Bedroom Battlegrounds

Hello all, I'm happy to announce that I've just opened beta test for my first Steam game release, which will be available between 30.05 and 02.06.

This is a turn based strategy game, where you play with toy army men trying to conquer your opponent on the other side of the room. Available in single player mode against the AI, or local multiplayer, also via Steam Remote Play.

Steam page: https://store.steampowered.com/app/2776110/Bedroom_Battlegrounds/

I'd be very happy to hear your feedback, which you can send over here, or through a dedicated feedback form. https://forms.office.com/r/nvt7vAz9kF Your feedback will play a crucial role in enhancing the game before releasing the demo for the upcoming Steam Next Fest, and subsequently full version of the game later this year.

Looking forward to hear your feedback. Happy conquering!

 

cross-posted from: https://discuss.tchncs.de/post/16600744

My first game just entered Open Beta Test - turn based strategy with toy army men - Bedroom Battlegrounds

Hello all, I'm happy to announce that I've just opened beta test for my first Steam game release, which will be available between 30.05 and 02.06.

This is a turn based strategy game, where you play with toy army men trying to conquer your opponent on the other side of the room. Available in single player mode against the AI, or local multiplayer, also via Steam Remote Play.

Steam page: https://store.steampowered.com/app/2776110/Bedroom_Battlegrounds/

I'd be very happy to hear your feedback, which you can send over here, or through a dedicated feedback form. https://forms.office.com/r/nvt7vAz9kF Your feedback will play a crucial role in enhancing the game before releasing the demo for the upcoming Steam Next Fest, and subsequently full version of the game later this year.

Looking forward to hear your feedback. Happy conquering!

 

cross-posted from: https://discuss.tchncs.de/post/16600744

My first game just entered Open Beta Test - turn based strategy with toy army men - Bedroom Battlegrounds

Hello all, I'm happy to announce that I've just opened beta test for my first Steam game release, which will be available between 30.05 and 02.06.

This is a turn based strategy game, where you play with toy army men trying to conquer your opponent on the other side of the room. Available in single player mode against the AI, or local multiplayer, also via Steam Remote Play.

Steam page: https://store.steampowered.com/app/2776110/Bedroom_Battlegrounds/

I'd be very happy to hear your feedback, which you can send over here, or through a dedicated feedback form. https://forms.office.com/r/nvt7vAz9kF Your feedback will play a crucial role in enhancing the game before releasing the demo for the upcoming Steam Next Fest, and subsequently full version of the game later this year.

Looking forward to hear your feedback. Happy conquering!

 

cross-posted from: https://discuss.tchncs.de/post/16600744

My first game just entered Open Beta Test - turn based strategy with toy army men - Bedroom Battlegrounds

Hello all, I'm happy to announce that I've just opened beta test for my first Steam game release, which will be available between 30.05 and 02.06.

This is a turn based strategy game, where you play with toy army men trying to conquer your opponent on the other side of the room. Available in single player mode against the AI, or local multiplayer, also via Steam Remote Play.

Steam page: https://store.steampowered.com/app/2776110/Bedroom_Battlegrounds/

I'd be very happy to hear your feedback, which you can send over here, or through a dedicated feedback form. https://forms.office.com/r/nvt7vAz9kF Your feedback will play a crucial role in enhancing the game before releasing the demo for the upcoming Steam Next Fest, and subsequently full version of the game later this year.

Looking forward to hear your feedback. Happy conquering!

 

Hello all, I'm happy to announce that I've just opened beta test for my first Steam game release, which will be available between 30.05 and 02.06.

This is a turn based strategy game, where you play with toy army men trying to conquer your opponent on the other side of the room. Available in single player mode against the AI, or local multiplayer, also via Steam Remote Play.

Steam page: https://store.steampowered.com/app/2776110/Bedroom_Battlegrounds/

I'd be very happy to hear your feedback, which you can send over here, or through a dedicated feedback form. https://forms.office.com/r/nvt7vAz9kF Your feedback will play a crucial role in enhancing the game before releasing the demo for the upcoming Steam Next Fest, and subsequently full version of the game later this year.

Looking forward to hear your feedback. Happy conquering!

 

Changes in regards to the remote view coming in 2.0.

 

Changes in regards to the remote view coming in 2.0.

 

I'm trying to port my game from Unity to Godot and I got stuck on the issue of recreating the material I used in Unity, specifically the Normal Map. It doesn't seem to work properly as it did in Unity and I don't know what I am supposed to do.

See the video, where I show that enabling the Normal Map property on the Material of MeshInstance3D basically just disables the lighting on that surface. I tried recreating the normal map in some online software, but that didn't change anything.

Weird thing is that the material works correctly in the material preview on the right side of the editor, but not when applied to the mesh. Any idea what could I try to fix this?

Edit: The issue actually resolved itself after I applied the textures to another MeshInstance3D. I don't know why it didn't work on the first mesh...

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