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Wormhole

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founded 1 year ago
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I am trying out Godot and I've noticed that when I export the game to linux, the result has a much longer boot time

I'm talking about an 80mb executable for a 3d game and the difference between windows and linux is 0.x seconds vs 10 seconds (the windows computer is more powerful but not by that much...)

I wouldn't care much about that, but during that load time the scene's ready() is triggered and music is played. This causes the cutscene to be desynced with the music and is quite jarring.

Does anyone know why this is happening? Version is 4.1.1 btw

EDIT: after some trial and error I've finallly found the issue. Surprisingly the cause of it was the world environment, more specifically the sky settings, which I had set to high. Bumping them down pretty much fixed the issue.

It's probably a bug, but hey, it works now ๐Ÿคท

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  • Stylized 3D Test & Pho King My Life
  • Galaxy Drift
  • The Adventures of Sir Kickalot
  • War of the Fourteen Dynasties
  • Seedlings
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Wildmagic Wizardry is a Spell Mixing, Dice Rolling, Strategy roguelike where you Mix the elements from your magical dice to create powerful spells and fight your way through groups of enemies.

Currently available on both Windows and Linux, so please give the demo a try and let me know what you think! ๐Ÿ™‚

https://heffy.itch.io/wildmagic-wizardry

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My game has options for player customization, it's a number of .png files that are not loaded with the game startup, save for the default ones. Instead, if the player clicks a button, it will load the next file for that part (like, say, hair-2.png)

This works fine on the editor, but I've just tested an exported version and it doesn't work there, completely failing to find any files within the .pck. If I move the executable back to the project's folder, it works as expected.

Trying to figure out the why, I've also exported via Export ZIP/PCK, and found out it doesn't actually export any of the .png files, it only exports the .import files. The actual images are stored in the .godot/imported folder, each with a long, random(?) string attached to their name: hair-1.png becomes hair-1.png-t3g9r2he7783y9hut.tcex

I haven't figured out a way to export the .png files as is, so what are my options here? Besides coupling all of the parts in a single image and separating it by frames of animation, which will require both code and art rework

Tested on both Godot 4.1.1 and 4.1.2-RC1

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Hey guys, unity refugee here:

I'm gonna try to port my 7 year game to Godot, lets see how it goes. Since it's a massive project and I am coming to unity I have decided to use C# instead of GDScript (which I did try for a while and may even use in some scripts).

I have had two crazy last days working on how to set up intellisense and Debugging on my linux machine for Godot (it should work similar for windows) for C#. So here is a guide of how I managed, in case someone else faces the same problem to save them some headaches:

1.Follow this guys tutorials which are amazing especially to sort the debugging out:https://www.youtube.com/watch?v=xKjfjtLcWXw&t=279s (Linux)

https://www.youtube.com/watch?v=c_cdAYDHR0E&t=58s (windows)

He will tell you to only install the C# extension on VSCode

If you still have issues you may try the following:

  1. if you have many different versions of .net uninstall themFrom discover I installed .net core sdk only one, otherwise the variables get mixed up.

  2. I also uninstalled Vs code and all the configurations and settings https://code.visualstudio.com/docs/setup/uninstall, and installed Vs code from the snap store.

  3. Put the exec file shortcut:

    Open the Editor Settings

    Select Text Editor > External

    Make sure the Use External Editor box is checked

    Fill Exec Path with the path to your VS Code executable

    /snap/bin/code (for Linux)

    Fill Exec Flags with {project} --goto {file}:{line}:{col}

5 .A the key part is when/if you lose instellisense, press ctrl+shift+P-> .Net generate assets to build and debug

Let me know if you need more help or I am missing something please. I so glad this is working now :)

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After nearly three years, it's finally time: My @godot remake of https://twitter.com/strongbadactual 's Stinkoman 20X6 is complete! Every level, every cutscene, and a whole lot more. To celebrate, I've put together a little trailer. https://ratheronfire.com/projects/stinkoman/ https://youtu.be/MitDNlfcgeM #godotengine #stinkoman

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submitted 1 year ago by mac to c/godot
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submitted 1 year ago by mac to c/godot
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Hey guys I've recently been looking at Godot since Unity has set itself on fire. I'm liking it so far but I've run into a small issue that disrupts my usual workflow. I like to store multiple meshes as separate objects in a single .blend file for meshes that are very related to each other like pieces of a build kit. I was able to split the meshes into separate scenes by opening the .blend scene, right clicking and allowing children to be editable, then exporting each branch to a new scene. This works as expected with one problem. The exported branches don't update their mesh when I save changes to the blend file. Is there a fix for this?

If not I can always split the blend into multiple files. Its just less convenient. Perhaps exporting to colladae would work too? I didn't try that yet but ideally I would like to keep using blend files only to avoid exporting every time I make a change.

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Hello all!

Like most people I find myself a recent refugee from the Unity fiasco. I've been trying to prototype a project in Godot and I've been running into an issue I would think would be pretty easy to find a solution to as it seems to be a pretty fundamental building block of any project in Godot. Perhaps I'm misunderstanding how to accomplish this in Godot, but essentially I'm instantiating a number of tiles to be used for a grid system in my game. I want these tiles to be able to emit their index and transform values and then have other scripts pick this information up as needed. From what I've read signals are the way to do this, however whenever I try to send a signal with or without parameters nothing seems to happen. I seem to be able to connect to the signal just fine but the method doesn't seem to be called.

Here's an example of me defining the signal and then emitting it:

signal index_transform()

index_transform.emit()

And here's how I am connecting and attempting to call the method in a secondary script:

func _ready() -> void:
	var hexGrid = get_node("/root/Main/Map/HexGrid")
	hexGrid.index_transform.connect(Callable(self, "_get_hex_index_transform"))

func _get_hex_index_transform():
	print("I'm Connected")

And when I'm passing parameters from what I understand I should only have to include the parameters like so:

signal index_transform(index, transform)

index_transform.emit(tile_index, tile_coordinates)
func _ready() -> void:
	var hexGrid = get_node("/root/Main/Map/HexGrid")
	hexGrid.index_transform.connect(Callable(self, "_get_hex_index_transform"))

func _get_hex_index_transform(index, transform):
	print("I'm Connected")
	print("INDEX: ", index," POS: ", transform)

However neither of these seem to work. What am I doing wrong?

462
 
 

For example if you want pretty effects like areas being lit by projectiles will Compatibility provide lower of options than Forward+ ?

Can you use materials (normals, reflect, etc) on textures in Compatibility to have light show up as it's passing by?

I'm still getting a grasp on things, nothing serious yet, but I'd like to know what to expect and your experience. More of a food for thought type of question.

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I have a wall in my 3D game which is relatively thin and it can be hit on both sides with objects that may occasionally be moving somewhat fast. Is there a reliable way to ensure that the colliding objects will be stopped on either side of the wall as opposed to simply passing through?

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The past days the timeline of Unity user passivestar has been very enjoyable as they try out Godot and make many exciting discoveries about the engine (and bugs that they create issues for). They might also find something new that an experienced Godot user did not know before.

Alternative link via nitter: https://nitter.net/passivestar_/status/1704435403606864036

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this seems a well-argued article to me the 'General directionless development' seems the most concerning point, I don't think the 'let's go with what the community ask\want' model is gonna work in the end.

what do you think?

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Runs at around 300 FPS on my RTX 3060, WITH realtime global illumination enabled (sdfgi). Sadly still not fast enough for the scene to be playable in VR on my hardware - at least not at native resolution.

Some additional screenshots:

I'm pretty new to Godot, and the tower is a model I made for a different project. This is an updated version of the scene I posted here a couple of months ago. I'm posting this to show that you can achieve some pretty nice graphical fidelity in Godot - and you don't need to be a professional artist or have tons of Godot expertise to do it.

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Huge boost for Godot development!

Screenshot of their statement

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Just something I came across that seemed worth sharing.

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The main target of the Godot Engine are game developers. But Godot's easy workflow and functional UI elements, makes it also a good fit for non-game applications. There are already some out there you may know, like Pixelorama, an Open Source 2D sprite editor.

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When reloading the same scene which is currently the current_scene, the script attached to the root node of the scene disappears. Every other script within the scene still appears. I tested this, by putting this:

func ready(): print("[DEBUG] I have a script!") into the script of the root node of the scene. Is this a known issue, or am I doing something wrong?

I'm reloading the scene with: @onready var startMenu:PackedScene = preload("res://ui/start_menu.tscn")

func _on_reload_pressed(): get_tree().change_scene_to_packed(startMenu)

Using the latest stable version

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archive || nitter

We're amazed and humbled at this level of support, and how much this will accelerate our efforts!

Thank you so much @OSSCapital and @JosephJacks_ for adding an incredible $10,000/month to the #GodotEngine Development Fund! ๐Ÿ’™

Contribute:
Godot Patreon
Godot Development Fund

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