[-] popcar2@programming.dev 9 points 2 months ago

You were practically unable to move/rotate/scale control nodes inside of containers, and when you tried the containers would often override it and cause weird behavior. This made animating or moving control nodes in general super finicky and messy.

Transform offsets let you offset the control node and move it around without actually affecting the normal transform, allowing you to do cool effects and animations regardless of whether it's a container or not. It's also something you can easily reset or enable/disable so you can just play the animation and move the offsets back to zero, rather than having to keep track of where the node is actually supposed to be.

[-] popcar2@programming.dev 9 points 4 months ago

Looks great, I was never a framework believer because it was so overpriced (to an extent it still is), but this sounds way better and might actually be a good deal. Aside from the specs bump, they fixed almost all of the issues with the older frameworks (CEO talks more about it in this video).

Better build quality and less flex, better screen, better speakers, and a better touchpad. The biggest issue I heard about it was that it felt a bit cheap and wobbly because of all the moving parts, but if they manage to fix that, I might actually get it some day.

[-] popcar2@programming.dev 8 points 11 months ago* (last edited 11 months ago)

TLDR

It's mostly a bug fixing update, but weirdly they nerfed Sister Splinter which I thought was one of the easiest bosses in the game.

Slight increase in pea pod collider scale

Huge! It might not feel like a big difference but this will make pogo bouncing off those things much more consistent

Fixed Snitch Pick not giving rosaries and shell shards as intended

So I'm NOT crazy. I tried them for a short while and was sure they didn't do anything.

[-] popcar2@programming.dev 9 points 1 year ago

Do you mean it works reliably well in letting users through, or in blocking AI?

Both, check out this article talking about it: The Day Anubis Saved Our Websites From a DDoS Attack

Looking at the statistics really shows how dire things have gotten with AI crawlers. The before and after is crazy. There are some other blog posts also mentioning they get maybe 1000x less requests per hour after deploying Anubis.

[-] popcar2@programming.dev 8 points 2 years ago

It's not a thing and I totally agree it should exist, there's a proposal for it on GitHub.

If you want to handle different types, the right way of doing it is giving your parameter a generic type then checking what it is in the function.

func _ready():
    handle_stuff(10)
    handle_stuff("Hello")

func handle_stuff(x: Variant):
    if x is int:
        print("%d is an integer" % x)
    elif x is String:
        print("%s is a string" % x)

This prints 10 is an integer and Hello is a string.

If you really, really need to have a variable amount of arguments in your function, you can pass an array. It's pretty inefficient but you can get away with it.

func handle_stuff(stuff: Array):
    for x: Variant in stuff:
        if x is int:
            print("%d is an integer" % x)
        elif x is String:
            print("%s is a string" % x)

Then you can pass [10, 20, 30] into it or something. It's a useful trick.

93

Thought people might be interested. I'm tempted to get the shaders course which is the only one in the $1 tier.

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submitted 2 years ago* (last edited 2 years ago) by popcar2@programming.dev to c/godot@programming.dev

Great fixes here. I've been looking forward to some of the fixes like Camera2D's frame delay and code completion improvements.

Oh and they finally fixed the profiler which was bugged and didn't report your worst-performing scripts.

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cross-posted from: https://programming.dev/post/12340077

I made a mod launcher for classic Doom (specifically, GZDoom) because I wasn't a fan of what currently exists. CleanDoom focuses on simplicity and usability.

If anyone here is a Doom fan, give it a try and let me know what you think!

This may not sound that relevant to this community, but I made this with Godot 4.2, so I thought I'd share it here too.

27

cross-posted from: https://programming.dev/post/12340077

I made a mod launcher for classic Doom (specifically, GZDoom) because I wasn't a fan of what currently exists. CleanDoom focuses on simplicity and usability.

If anyone here is a Doom fan, give it a try and let me know what you think!

1

I made a mod launcher for classic Doom (specifically, GZDoom) because I wasn't a fan of what currently exists. CleanDoom focuses on simplicity and usability.

If anyone here is a Doom fan, give it a try and let me know what you think!

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This is kind of huge, isn't it? I've been seeing this engine around for a while (it was still in closed alpha I believe) and it seemed really well done. It's a Godot fork that's intended to be a simpler experience like Roblox, where it has visual scripting, handles all the multiplayer itself, and allows you to create worlds collaboratively with friends and co-workers in real-time.

The only thing people seemed iffy about was monetization and its closed-source nature, but now that it's here and FOSS, anyone think it might blow up and be a great introduction to game development for beginners and kids?

I'll probably test it and see how it is later, but it does seem like it's still in alpha.

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[-] popcar2@programming.dev 8 points 2 years ago

It's never a waste of time, people usually appreciate the small details. This looks great. Also reminds me of the logo for Osu!

[-] popcar2@programming.dev 8 points 2 years ago* (last edited 2 years ago)

Note that this change hasn't been merged into the engine yet. If you're impatient like me and want to export anyways you can grab this PR's build and no_threads template from the top right here (artifacts) and export using that.

[-] popcar2@programming.dev 8 points 2 years ago

Godot 4 released this year so most of what ChatGPT is spitting out is Godot 3 code which is usually not compatible. That is if it doesn't just give you complete nonsense. I wouldn't recommend using it much.

What you're looking for is a Tween. This can slowly change one value to another, and you can use it for colors. Something like:

var tween: Tween = create_tween()
tween.tween_property($RichTextLabel, "modulate", Color.BLUE, 1)

This will change the label's color from what it is now to blue over the course of one second. You can mess around with set_ease() and set_trans() to make the effect smoother if you need to.

[-] popcar2@programming.dev 8 points 2 years ago

You can turn on "dev mode" in your xbox console to be able to mess around with it and run homebrew, but that still doesn't mean you're allowed to publish your game to Xbox I don't think.

[-] popcar2@programming.dev 9 points 2 years ago

Aside from the fact that it's too late, I'm doubtful this would work in the first place. This could get companies to ignore your image if they detect you've used this, which may be the goal for some but won't stop AI art generators from happening or compensate the artists in any way.

Best case scenario for them is that this does work, and the people making models would just have to use the billions of images created before this tool for training.

[-] popcar2@programming.dev 8 points 3 years ago* (last edited 3 years ago)
  • It's light. Compared to Unity which spends ages creating projects, compiling scripts, building, etc. Godot feels very snappy. Unity also generates about 350mb of placeholders every time you create a project, something I always held a grudge against because my drive isn't very big (500gb)

  • It's open-source. Obviously a big reason for a lot of people, it feels good not to have to worry about any licenses or a business suit CEO saying devs are idiots

  • It's more cohesive. It increasingly feels like you need a lot of extensions to get work done on Unity, and there are like 3 different systems to do one thing. In Godot everything feels more straightforward, and it's batteries-included so you have support for things like Tweens out of the box compared to Unity. Things are generally easier too like Autoloads compared to having to manually make singletons.

  • I love signals. Probably the most subjective thing, but for me, I think signals are great and a way better alternative than blindly calling functions on another object. Other engines may have it but usually they don't work very well.

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popcar2

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