willnationsdev

97 Followers
94 Following
456 Posts
Texas Centrist Christian #godotengine contributor. Tools Programmer. Designer. Writer. Dog Foster.
GitHub: willnationsdev
Blog: willnationsdev.wordpress.com
GDScript completion refactor is coming along nicely. #godotengine

#gamedevlife:

wake up in the morning and write down the three things that you most want to get done that day.

Nothing you actually end up doing that day will be on that list.

@noshyaar weird...
@noshyaar lolwut, this is so ridiculous. Maybe they somehow accidentally submitted it before actually typing anything?
@marionline You making a story-driven game of some sort?
@troy @NykolaR I wonder if there's some sort of way to properly compensate for the time it takes to emit a signal and trigger behavior off of it...something like measuring that amount of time consistently and then using its average value to compensate, i.e. play the music tracks slightly earlier so that the code to be executed does so "on time"? But yeah, that's hard to line up...geez
I always end up thinking of ways to make my stuff more complicated. XD I'm thinking that for about 2/3 of my desired plugins, I could actually get away with using the existing GraphEdit and GraphNode nodes, rather than creating all new Graph-related GUI nodes. But I might still make it anyway since it would be useful for other things. XD
@NykolaR @troy haha, I totally understand. I'm always telling myself that I plan on creating a game, but want all of the tools and pieces of the game to be outsourced as plugins and engine tools. Have yet to actually start working on a game, but I have about 2 years' worth of plugins and engine tools to develop. XD
@NykolaR @troy Do you plan on open sourcing any portion of your project? Would be great to outsource whatever you progress you make in this regard to a plugin for the Asset Library.
@NykolaR @troy Gotcha. Yeah, if you could create a plugin that read an audio file, analyzed it for patterns of some sort, and then mapped audio-associated names to those patterns (e.g. "high_base"), then you could create a signal that emits based on the detection of that audio pattern and hook up behavior to that signal. Would be really cool. Then you wouldn't have to tailor the logic to one particular song.