@maxvolume

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194 Posts
@BrokkoliMuskel As always, a relevant XKCD
https://xkcd.com/1791/
@midnightspire @LuminousDice also, for the love of all that’s holy, do NOT try to make your dream MMO! In fact, do not make multianything.
@LuminousDice make something you KNOW you can finish. This is way, way harder than it sounds.

@memoriesin8bit I’d suggest thinking about this less as “things in the world”, such as ghosts, followers, players - and more as separate game states. Each game state handles its own camera, input, etc.

If you don’t yet have a state machine for your game states, that might be something to look into.

@Xanatos @maxvolume glad that worked! It might be worth looking into running parallel background threads at this point: https://docs.godotengine.org/en/stable/tutorials/performance/using_multiple_threads.html
Using multiple threads

Threads: Threads allow simultaneous execution of code. It allows off-loading work from the main thread. Godot supports threads and provides many handy functions to use them. Creating a Thread: To c...

Godot Engine documentation

Today I added some telemetry to collect detailed run stats - damage dealt/received, health, xp, upgrades taken, etc.

Also added a simple visualisation to show me some charts at the end of each run.

I guess this is almost turning into a real game now.

#godot #godotengine #gamedev #indiedev #soloded #trmz #thatstoomanyzombies

OpenAI x Jony Ive collab is making me want to have a shower.

I didn’t think it was possible to cram so many red flags into a single paragraph.

@ConditionalCoder in your specific example, if you ever add a second node of this type, it will override the static instance. You probably want a null check to ensure an actual singleton.

But in any case, Godot’s autoloads seem to solve the same problem in a better way.

@Xanatos you could set the sprite2D transform’s scale to min(desired_width/actual_width, desired_height/actual_height) - that should fit it inside the target rectangle, keeping the aspect?

@Xanatos

2. Why are you resizing the images? This might not be necessary at all - scaling textures at rendering time is basically free, so you are not affecting performance.
3. If you’re absolutely sure you need to resize them, save the resized texture to a file and check for its existence - that way you’d only ever resize once