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File: 1426856765114.jpg (6.75 KB, 189x68, 189:68, image.jpg)

b5bd0b  No.14637[View All]

ITT: we discuss the Godot engine
238 posts and 52 image replies omitted. Click reply to view. ____________________________
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09bbab  No.32246

>>32245

*multiple twitter trannies

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cc5bef  No.32257

I miss the days when gamedev trannies couldn't use anything but twine, RPG Maker, and ren'py

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4be842  No.32270

>>32257

They still can't.

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9bc879  No.32352

File: 0ff7214ff3a2a95⋯.gif (998.99 KB, 400x300, 4:3, 0ff7214ff3a2a9577c9b53da86….gif)

Gotta say I love how easy Godot makes interfacing with a controller. Just made a turn based RPG menu and it's already fully functional with a controller without me touching anything.

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6c2115  No.32353

>>15801

>TFW you don't even know how to make quaternions do the work for you

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6c2115  No.32354

>>30810

If they don't, or decide that they don't want that functionality in the engine at all, there's always the option to fork it and code the change you want to see in the world

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f820df  No.32359

>Download the latest stable c# 64 binary

>can't download assets from asset store because of hash error

>download the master of example projects

>every project import crashes the editor

>switch to 32, same problem

My experience has been dog shit so far, I have zero interest in learning their engine specific language and I don't know why it didn't always have c# or any other real language support. The message about crashes on c# is sad seeing as I 100% crash on top of it and can't even close it, guess I'll try older versions but my experience has been soured already.

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9bc879  No.32362

>>32359

GDScript is far superior to C# much in the same way Python (which it's based on) is superior. I suggest at least trying to learn GDScript, it's a very easy very smooth language and as someone who started with C# I now piss on C# compared to GDScript. C# is still being reworked for 3.1 where it should be stable and more complete if you want to revisit it then.

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f820df  No.32372

>>32362

I've always thought of python as a mickey mouse language or prototype language, there's no way you're making a game with decent speeds in python and I can't imagine GDScript being any better. What exactly makes python or GDScript far superior to a faster language?

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9bc879  No.32373

>>32372

By the logic of what you're saying every Godot game should run like shit. They don't. Also C# isn't that fast.

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9bc879  No.32374

>>32372

also:

>What exactly makes python or GDScript far superior to a faster language?

How it codes. It's a much smoother experience.

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0aae38  No.32375

>>32372

gdscript is pretty straight forwards, you can code a game fast, and I mean really fast, then it's easier to revise critical code and move it from gdscript to a faster language, you may ask "why wouldn't you start with the faster language then?" and the answer is, static typed languages require planning and more knowledge, it also makes your code rigid and more resistant to changes, unless you refactor (or you've planned the whole thing ahead), which takes a lot of time, in the end, you're either trading performance or the speed of development.

the speed of development can be really critical especially for indie games where the longest you take the least likely you'll finish a game, besides, you don't know that you will absolutely need the fastest language.

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f820df  No.32401

>>32374

>>32373

>>32375

I see, I tried the regular gdscript version and it experiences the same problem as the mono one.

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f820df  No.32402

>>32401

Found out the problem.

https://www.computerhope.com/issues/ch001314.htm

Had to create blank _sc_ file and run in admin mode. All versions work now.

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630d9e  No.32770

>>30748

>Make a singleton

>name it singleton

Genius

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496199  No.32869

>>32362

>GDScript is far superior to C# much in the same way Python (which it's based on) is superior.

So, worse in every single way?

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6fa452  No.33067

File: e57122f9964e873⋯.png (368.28 KB, 1602x685, 1602:685, knak_thumb.png)

>>32375

GDScript is indeed straight forward and smooth, even tough you may need to invest some time learning, it will be rewarding

Pic is my own Godot game

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8d4c3b  No.33085

Godot would be nice if its rendering wasn't an unoptimized piece of shit. This toaster laptop I'm using can play pretty much all 16-bit console emulators and most indie 2d games at 60FPS with v-sync enabled and no stuttering whatsoever.

Godot 2.1 has a bunch of random microstutter at 60FPS with v-sync enabled, that is extra noticeable with camera movement. It can be improved on my end by adding some frame delay (which just masks it) or lowering the target/fixed FPS to 50. Godot 3.0+ is even worse.

A real shame, since I dig the workflow in Godot. I will probably stick with it for now since I can't find a suitable replacement, but I'm keeping my eye on ENIGMA (https://enigma-dev.org/). I haven't tested it yet, but from the description it seems nice (game maker, but free/open source + translates its custom scripting language into valid C++ instead). Can't really find much info about this engine and its own editor is currently WIP (uses a custom editor for the regular game maker at the moment).

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f558b6  No.33088

How do you pronounce its name?

I'm saying Go-dot with a strong T but everyone has a different pronounciation of it.

**>Call your engine GOdot

>Don't have Golang support**

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8d4c3b  No.33090

>>33088

From what I can tell GO-DO similar to ゴードー

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701cb9  No.33113

File: 5d9585c3e4d2b71⋯.jpg (48.88 KB, 670x671, 670:671, 0a6d6cbac66287d8750b17f8e7….jpg)

Am I completely retarded, or does AnimatedSprite not support setting the duration of individual frames? Am I going to have to set the FPS of each animation to the shortest amount of time spent on a single sprite and then duplicate the shit out of every other sprite?

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8d4c3b  No.33121

>>33113

You could try a regular a Sprite node using a sprite atlas together with an AnimationPlayer node instead, it should allow holding keyframes.

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701cb9  No.33131

>>33121

The interface for that is even worse than duping frames in AnimatedSprite. Fucking hell, even Doom had the sense to have frame duration counters.

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7d828f  No.33142

>>33131

Well, it gives you more control and is pretty straightforward if you've ever used a video editor or animation software before. Create a new animation, select animation length, add a track for the properties you want to edit (frames or region rect in this case) and then position each keyframe on the timeline and increase or lower the gap between them to adjust the duration.

It's a bit overkill if you just want to make a simple sprite animation and animated sprite ought to be able to do this on its own, but this is what you get when you choose a post 2007 engine made by two literally who Argentinians and an army of random contributors.

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353f3f  No.33195

>Godot cannot into bmp images

well there goes my Elona port idea

now either it's back to monogame or write a script to convert all the images to png

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9bc879  No.33214

YouTube embed. Click thumbnail to play.

>>33088

God-oh

It's from a French play called "Waiting for Godot"

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9aa68a  No.33503

>>14637

when are they going to refactor this fat bitch and stop using inheritance for interfaces?

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d93f66  No.33525

>>33503

>inheritance for interfaces

If you're talking about GUI: Why?

If you're talking about that stupid shit from C#:

Firstly if you only want an interface to use as a "generic" version of a class why not use inheritance.

Secondly if that behaviour is so widely needed and inheritance somehow won't cut it why not just make it it's own instantiable class?

Thirdly the engine is written in C++ and that gay shit isn't tolerated there.

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fa9981  No.33538

>>32352

Yeah it's weird how Godot blows Unity out of the water with some basic stuff like input handling.

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be7b43  No.33602

File: 589d78b1dde8c48⋯.jpg (34.86 KB, 1024x576, 16:9, maxresdefault_by_menaria_d….jpg)

>>30809

>going into file menu

>box selecting all relevant graphics files

>tick filter in the file import menu.

>hit the re-import button

Yeah, piss-poor UI. Best to trash the engine entirely.

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9f4590  No.33640

Will 4.0 be backwards incompatible similarly to how 3.0 was? From what I gather one of the main features seems to be Vulkan support, which would be useful for anyone making 3D games.

>>33195

Nigger just use an image batch processor. Even a braindead retard could use one. If that's too hard for you too, nomacs has a batch processing GUI.

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9aa68a  No.33901

I'm new to c++ and trying to improve so I have a question:

Why does godot use memnew() macro function to assign pointers instead of just the new keyword?

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9d01e3  No.33910

>>33901

Don't know if this answers your question, but they use an old C++ standard (maybe 03?)

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31e5b4  No.33916

File: 0aed5bbbcb8e79a⋯.jpg (18.91 KB, 481x498, 481:498, 0aed5bbbcb8e79a1a905d2662c….jpg)

So, has anyone tried negotiating with any 3rd parties regarding porting their games to consoles? Lone wolf studios is the only studio right now that does it according to Godot, but they don't even have a price scale or a SOW.

If porting from Godot isn't worth it, is there any other good ones besides sucking up to Unity?

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657d36  No.33965

How cucked have things gotten? Last time I checked they changed terminology from master-slave to master-puppet because "oh noes children might be using our code!" bullshit. Did the cancer stop there or has it gotten worse?

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a3b9f8  No.33978

Stupid Question Here:

Is there a reason I shouldn't use Godot to make a VN?

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ecf56a  No.33979

>>33978

There's plenty of reasons, but none of them significant enough to care about. If you can do it then just like make game.

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8d4c3b  No.33981

>>33978

If you want to support toasters, don't use Godot.

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a3b9f8  No.33982

>>33981

what makes it toaster unfriendly?

The OpenGL version requirement?

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9d01e3  No.33997

>>33981

2D games run flawlessly on the new pi4. Are you talking about the 3D performance, by chance?

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e3079c  No.34000

>>33997

Godot requires OpenGL ES 3.0. Toasters and a lot of Linux machines are stuck to OpenGL 2 and lower. It's not as if there is anything about a VN that requires such a high OpenGL version- so you're locking out people who don't have that, but could otherwise run the game, if it was written against something more portable.

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20bb7a  No.34001

>>34000

As much as I like what godot is doing, between rolling his own scripting language and poorly choosing dependencies, I get the feeling the maintainer doesn't really know what he's doing.

>>33978

If you want to make a VN, but don't want to commit to an engine yet, feel free to just write the dialog and do any art you want in it. VNs are literally the easiest thing to port between engines as long as the text to show on the screen is separate from the code that controls what's shown.

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0e3744  No.34002

>>34001

>>34000

What's a good alternative to Godot then?

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56de47  No.34010

>>33978

>Is there a reason I shouldn't use Godot to make a VN?

ren'py. equally free and literally made for that specific purpose.

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8d4c3b  No.34028

>>34002

The Godot 2.x branch is more toaster friendly if you still want to use it. Godot is a pretty shitty engine though with lots of stutter issues on toasters (both rendering and sound). Can be improved with lots of arcane tweaking but I'd recommend just using something else to be honest.

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b6fa2c  No.34030

>>34028

Thanks for the information. I don't understand why Godot is so popular if it's so bad, is it just good marketing?

>I'd recommend just using something else to be honest.

Can you please give me a few recommendations? Unity? Gamemaker?

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cf1236  No.34033

>>34000

No. Either ES 2 or 3.

>>33997

It's fine. People struggling with Godot will struggle with any engine. It's easier to blame the tools though instead of learning to use GDscript correctly, design performant algorithms, and move what they need to be very fast into C++

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8d4c3b  No.34044

>>34030

Godot is popular because it's the only free and lightweight Unity like engine that is developed enough to actually ship games with. It also has a lot of shilling done for it as you suspected.

If you want to make something more toaster friendly and want something fully free I'd recommend a framework like monogame or haxe. Unity and Gamemaker are unironically more toaster friendly than Godot, but both aren't fully free, require accounts and may get more toaster unfriendly down the line.

>>34033

The 3.x ES2 implementation is god awful compared to what they had in 2.x.

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4f1487  No.34269

Can someone give me a rundown on how to use C++ for game logic in godot?

I've looked into native module but it all looks so complicated

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f41277  No.34280

>>34269

I found a series of short tutorial videos on doing that:

https://www.youtube.com/playlist?list=PLWc2hibTd7kqTk2wkYw7LsgE3V801AROL

It's a bit outdated now, but after a quick look on the NativeTools github, it doesn't look like much has changed.

What specifically are you having trouble with?

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