#gdscript — Public Fediverse posts
Live and recent posts from across the Fediverse tagged #gdscript, aggregated by home.social.
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
Research
Maybe I duplicate my Inventory system, for "Research Logs". Create a bunch of Logs (similar to Goods), such as "Ghosts Killed", "Mine depth" etc, and send signals via ResearchManager to add/subtract Logs from the Inventory.
Then, a ResearchRecipe can check the LogsInventory, to see if/how much Research/Events have been done.Thoughts?
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
How to keep track of Research Requirements?
I was trying to build them similar to Crafting/manufacturing Recipes, but I need more freeform Reqs, too.
I can crowbar in some signals, for linked to a ResearchManager global, that keeps track of things, but how to link this to a ResearchRecipe resource?#gamedev #godot #roguelike #gdscript #godotengine #rougelight
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Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Guess I should start on the "Factory"/Tech-Tree system.Latest Idea, seeing as I already have the Manor House, is to have Research Options, that require Materials, and possibly other things ("Must have been a Ghost Attack", "Mine 500 Coal", etc)
Dedicated Workers will take the Goods (Prioritised over anyone else!) to the Manor, and the Progress Bar will fill up. Then I need some way of implementing the Research. -
Hawk Hill Manor
Tried to optimise my navMesh a bit, by adding NavigationObstacles to all my Buildings.
Now everything lags and stutters :( -
Hawk Hill Manor
I've been having a think about adding paths/roads, but I cannot see how to do it.
The plan would be for Roads to allow for faster travel, but I have several questions:
- How to place them (in-game), allowing for height changes, collisions, etc
- How to tell the NavRegion/Map about differing speedsI also thought about "Desire Lines", that get built as paths are used, but I have even less clues about how to do this!
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Funny, calling _ready() manually also resets all the @onready variables. This piece of code prints "1" every frame.
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Now you can try to launch your "Battle for Burgers 🍔🍔🍔" server 🔌 through Docker 🐋, because I have leave instructions about how to do this on their Codeberg 🏔️ page 👉 https://codeberg.org/xolatgames/Battle-for-Burgers#how-to-open-your-own-instance-self-host
(But I think that experts in Docker 🐋 already can do something similar without those instructions)
#godot #godotengine #gdscript #docker #multiplayer #game #games #3d #3dgame #platformer #opensource #codeberg #online #OnlineMultiplayer
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Now you can try to launch your "Battle for Burgers 🍔🍔🍔" server 🔌 through Docker 🐋, because I have leave instructions about how to do this on their Codeberg 🏔️ page 👉 https://codeberg.org/xolatgames/Battle-for-Burgers#how-to-open-your-own-instance-self-host
(But I think that experts in Docker 🐋 already can do something similar without those instructions)
#godot #godotengine #gdscript #docker #multiplayer #game #games #3d #3dgame #platformer #opensource #codeberg #online #OnlineMultiplayer
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Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Slowly building up the Town.
Got some basic Dialogic placeholder conversations.
I think I'll have a look at Weapons/Attacks next#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
I still can't reliably import Textures on my .glb files, but managed to mangle something together.
It seems that the "File is large on disk" was *actually* being caused by the Trimesh Collider!
Replace with a "Multiple Simplified" and the warning goes away.:(
#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
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I rewrote the whole threading and caching backend. It is now robust and predictable. And most of all I can query the progress while it is processing - Which is nice when working with a library of > 250.000 files.
The gallery is now searchable.
The viewer now shows the original with color coded frames.Added an atlas editor where you can adjust the rows and cols and can generate frames based on this. It also removes empty frames.
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I am adding core features for a release on itch.io.
One of those is proper loading and saving your projects.
I built my own file dialog that allows to provide a regex filter for the filenames. It only shows files that match this filter and strips away the extension and a prefix.
This way I can only show my project files without showing anything else.
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Ruby Radiance
Godot
"The text-based scene at path "res://Assets/MeshTest/Inn/inn.tscn" is large on disk (530.3 KiB), likely because it has embedded binary data"
How to address this?
i imported the glb from a downloaded Blender file
I looked at the .tscn and it has some text in it. It seems to have references to the Textures (even though I have tried to remove them from the mesh)
Apparently I should "save the resources as their own file" HOW? -
Instead of the Berlin Interpretation, might make my Roguelike follow the Copenhagen Interpretation:
Everything exists as proc-gen probabilities, until the Player experiences them, at which point the Function collapses, everything blue-screens, I use non-deterministic words, and things on my desk approach relativistic velocities.#gamedev #godot #roguelike #gdscript #rpg #godotengine #rougelight
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Godot:
I forgot the last answers, so I have to ask again:
What are "Shaders"? What do they do, and why?
I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
Why would I use them? -
Godot:
I forgot the last answers, so I have to ask again:
What are "Shaders"? What do they do, and why?
I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
Why would I use them? -
Godot:
I forgot the last answers, so I have to ask again:
What are "Shaders"? What do they do, and why?
I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
Why would I use them? -
Godot:
I forgot the last answers, so I have to ask again:
What are "Shaders"? What do they do, and why?
I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
Why would I use them? -
Godot:
I forgot the last answers, so I have to ask again:
What are "Shaders"? What do they do, and why?
I don't need to know how "easy" they are, or how fancy the output is, just *what*they*are/do*
Why would I use them? -
Ruby Radiance
Snuck in some nice, if probably unneeded, code
Chest sizes it's Inventory to the number of Items. Then stacks similar items. Removes Empty Slots. Then adds slots so it fills the 3-slot-wide section neatly. -
Ruby Radiance
Chest loots seem to be stacking properly!
Still can't stack from different Chests, but it'll have to do for now.
Now to write the proper loot tables...#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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If you are using #gdunit4 and struggle asserting signals - make sure to use the exact same amount of variables when asserting. Otherwise the assert will always timeout.
class emitter:
signal test(a,b)e = monitor_signals(emitter.new())
# exact values
e.test.emit(1,2)
assert_signal(e).is_emitted(e.test,1,2)# any values
e.test.emit(1,2)
assert_signal(e).is_emitted(e.test,any(),any())# timeout
e.test.emit(1,2)
assert_signal(e).is_emitted(e.test) -
Ruby Radiance
Loot Make proof-of-concept is working
Current issue: All Items are created as Unique i.e. they can't stack with each other, even if they are identical :(
I suppose I could write a big "Are these the same?" function, but it seems a bit hacky?Anyway, more to do
#gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight
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Ruby Radiance
Next: Random Loot Generator.
Ideas: Move loot generator to its own script
create Base Items, in Categories (Armour: Leather, Maille, Plate. Consumable: Apple, Potion, Scroll. etc) (RESOURCE)
Functions to add Effects to Base Items, creating actual Items, including 2d and 3d representations (RESOURCE)
Category will determine what Effects can be added
More as I start building.#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Didn't knew how much I missed seeing unit test runs in #Godot
This really should be part of the internal editor and framework.
And since I am already dreaming:
Please push the two refactoring feature requests to completion that add rename refactoring to the godot editor.
And the one that makes the debugger a separate floatable window.
With these I would never wanna leave the godot editor. -
Ruby Radiance
A quick review of progress:
World: UI, Player, current_scene
Inventory
Items: Item_data resources feed into Inventory, and pick_up_items
Town:
random pick_up_items, shops, chest, portal to Dungeon
Shops: Dialogic conversations and buy/sell
NPCs: dialogic
Dungeon:
proc-gen rooms/corridors
Random loot/chests
Spawn foes
portals up/down
foes: Enum State machine to patrol/chase/etc#gamedev #godot #rpg #roguelike #gdscript #rougelight #godotengine
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Decided to add a new unit testing framework to my #godot project.
Should have probably not started with the one class that uses threads and signals to learn the unit testing framework 🤣
But alas it finally works as expected.
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Ruby Radiance
Monster Spawning kind of working. Now to build them a State Machine, so they know whether to Idle, Patrol, Wander, Chase Player, or Retreat.
Simple Enum/Match? Or Full Blown Node-Based Finite State Machine?#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine
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Ruby Radiance
Can procedurally spawn a monster in each room!
They wander around randomly.
Got some glitches to be figuring out, such as these queues, where they can't get past each other#gamedev #godot #rpg #gdscript #roguelike #godotengine #rougelight
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Ruby Radiance
After some finagling, I've managed to get a Foe to Navigate the Dungeon (gridmap)
But I am getting lags and warnings about the Navigation, due to stuff being done at run-time: Dungeon is proc-gen, then navmesh is Baked. Something about "source geometry"? I am struggling to figure what this means.
I fear that adding more foes will lag even more. :(#gamedev #rpg #godot #roguelike #gdscript #rougelight #godotengine