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#godot

27 posts25 participants0 posts today

Oh god, I am using #godot 3 after a long time on Godot 4 (had to work on an old project) and it is sooo horrible once you've gotten used to all the new features and especially the enhancements in typing. (both the text editor and the linting and static typing have gretly enhanced...)

I want to move the behavior trees and state from my actor nodes to the autoload. Gotta figure out a few things like the schema for the data, the format for the node IDs, what data I'll need to copy from the nodes themselves to the state resources.

Does anyone know if there's a way from #GDScript to scan and register all the nodes of a certain type at startup, regardless of whether or not they're in the tree? I'd like to move the node registration code out of _init(), even though by using the node path I can be reasonably sure that I'm not going to have namespace issues as nodes are freed and loaded.

I've been working my through the Godot Shader Bible, which I purchased a little while back. It seemed like a good "get my feet wet" kind of book but perhaps not as beginner friendly as I might have hoped. Regardless I am making due and being a software engineer for 15 years helps.

I took a graphics course in college and shaders were kind of the new mysterious frontier. It is neat to see how powerful they've become (and also I don't have an exam on it later)

Google has failed me. How do I take multiple lights into consideration in a #Godot node shader? I don't see any nodes that seem like they might work.

Today I tested the current version of my game on the SteamDeck. The deck is my target specs for the game.

Runs smoothly at 50+ fps with 700+ enemies on the screen. (in the final game it will be ~200 enemies)

For the test I had to also added controller support and ui mapping for the controller.

Seeing the game run on the deck made it feel way more real somehow. The magic of mobile gaming devices.

This may not look like much, but I have now laid the foundation for THE WHOLE GAME.

I had to think about how it works architecturally for quite a while. I am now using "overlays" to create interactables based on the skills and traits in play for any given scene.

Just added some new scene transitions to my game Samory.

This took a while but feels much better than the old fade in/out effect. Keep in mind that this effect is only visible on desktop. Mobile will still use he old effect to get higher fps.

Currently updating the Arch package, itch is already up to date.

OK, ripped out all the skill logic and replaced everything from the ground up with the new leveling system, and created the concept of traits that govern it.

OK, #godot question:

I have resources. _init gets automatically called, but it doesn't seem like the resource actually exists when it is called? The values are all empty, even if the resource is defined as a file ahead of time.

Is there a function for resources that gets called in a more useful way, like _ready in nodes?