this post was submitted on 15 Nov 2023
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[–] [email protected] 4 points 11 months ago (1 children)
[–] [email protected] 3 points 11 months ago (1 children)

I'm really really tired because of Long Covid. I wish that weren't so that I could keep working on the hit game Diarrhea 4.

[–] [email protected] 2 points 11 months ago

Doing God's work, I hope you feel better soon.

[–] UndefinedIsNotAFunction 4 points 11 months ago

Can I use this as a brag too?

Nobody I know would care, so I'll tell you. I made a stupid basic world gen from a tilemap and noise. You know, the basic stuff. Then made a little NPC that wanders around and will change it's walking behavior based on the type of tile it's on. Niiice.

I'm a programmer, but never done this kind of stuff before so it feels like I'm starting from scratch. It's fun again.

[–] [email protected] 2 points 11 months ago (1 children)

In the editor can I set it so different variable types have different color variables? (E.g. an var example:int would make "example" yellow).

I feel like lambda variables should have a color, like member functions do.

[–] Ategon 1 points 11 months ago* (last edited 11 months ago)

dont think thats supported in it currently

all of the editor color settings though can be found by going to editor in the top bar->editor settings->text editor category->theme

[–] F4stL4ne 1 points 11 months ago (1 children)

Is there any plan to work on sound design/adaptative music handling in Godot ?

[–] Feyter 4 points 11 months ago* (last edited 11 months ago) (1 children)

What exactly do you have in mind? I'm not an professional sound engineer, but the last time I worked with sound effects in Godot it appears very mature and feature rich for me.

So what are you missing currently?

[–] F4stL4ne 2 points 11 months ago (1 children)

Well some basic sound handling like having entry and exit points on a sound node allowing a sound to be sync with another without a strong cut in and out. To make this it would be more effective to have a dedicated window pretty much like the animation tracks with basics sound editing functions.

More sound node type, like a node with multiples sounds/audiostream inside that can switch from one to another depending on a var state. A node that plays audiostream in sequence or at random.

Just check the basic functions in Wwise. Godot is powerful enough to skip entirely the use for a audio middleware for adaptative music...

[–] F4stL4ne 3 points 11 months ago (1 children)

You can also check Godot mixing desk, a Godot add-on to make adaptative music that is not very handy to use...

[–] [email protected] 3 points 11 months ago (1 children)

I made Mixing Desk and yeah, it's a bit awkward. I updated it to Godot 4 and slimmed it down into one node.

https://github.com/irmozius/meta_player

[–] F4stL4ne 1 points 11 months ago (1 children)

I manage to do some things with gmd but for some reason, yeah it was a bit junky, with a lot of limitations everywhere.

I'll try meta_player thank you, but I already see a problem : the bar match limitation. Having to stick with segment of the same bar size is quite annoying.

[–] [email protected] 1 points 10 months ago (1 children)

It seems the only way to sync the different layers and monitor beats, really

[–] F4stL4ne 1 points 10 months ago (1 children)

I wonder how they do it in wwise? A segment of 2 bars can be played on top of a 4 bars one...

[–] [email protected] 1 points 10 months ago (1 children)

You can hack it by using a silent clip as the base, and add the actual tracks underneath in a play group

[–] F4stL4ne 1 points 10 months ago (1 children)

Yeah I guess it's a way to do it.

[–] [email protected] 2 points 10 months ago

I've done it in the past. It works for those edge cases. Also allows a fully procedural soubdtrack. :)