popcar2

joined 1 year ago
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33
submitted 3 days ago by popcar2 to c/godot
[–] popcar2 2 points 1 week ago (1 children)

This is great, I've always liked gliding games!

Some feedback:

  1. The one thing that threw me off was how delayed flapping your wings is. Pressing space means you'd flap maybe 1.5 seconds later. It would be great if flapping was way faster and you'd instead have a cooldown animation, rather than waiting and then flapping the wings.

  2. It might just be a skill issue, but I felt like boosting is too fast and I constantly overshot the finish.

  3. It would be great if you can see the score of each completed level in the main menu.

[–] popcar2 5 points 1 week ago

Not sure about the context of a game, but I've used this to replace some UI nodes when the game switches to portrait mode on mobile. Sometimes it's just easier to use different containers.

[–] popcar2 2 points 1 week ago

From what I understand: 3D performance in general needs to be improved. Even if you're not rendering them, having tens of thousands of nodes in the tree kills performance. The global illumination used in Godot is also really taxing. Terrains are an extension rather than built-in to the engine and probably doesn't have feature parity with other engines' terrain systems.

4.4 did a lot to improve things but there's still a ways to go before big open worlds can happen.

47
Godot - Priorities page (godotengine.org)
submitted 1 week ago by popcar2 to c/godot
 

The team made a new page to see what they're prioritizing at the moment. Neat!

 

Context: The default 3D physics engine of Godot is really bad, so one of (if not the) most popular extensions for Godot was Jolt Physics, replacing the old physics engine with Jolt (which is what Horizon Forbidden West uses).

Jolt not only has way better accuracy and less bugs, it also performs better. There is no reason to use the official one compared to this.

What this means:

  • Jolt is coming to Godot 4.4, it's currently not a default since it's experimental (you can switch it on in the project settings), but once it becomes stable it will be the default physics engine.

  • The Godot Jolt extension will be in maintenance mode since it's now built into the engine itself.

  • The old physics engine will still exist for now (probably for backwards compatibility's sake).

The wait for 4.4 continues.

 
[–] popcar2 19 points 1 week ago

I've been meaning to post some of my stuff to Flatpak when Godot 4.4 releases but never bothered to look into it. This is perfect, thanks for sharing!

[–] popcar2 45 points 2 weeks ago* (last edited 2 weeks ago) (2 children)

OpenOffice is ancient and isn't really being developed anymore. It's in maintenance mode and hasn't gotten a real update in over a decade from what I can tell. Libreoffice trumps it in every way.

That said, I prefer OnlyOffice these days. It's a lot slower unfortunately (running on electron...) but it's much closer to MS office and has better document compatibility.

29
submitted 2 weeks ago by popcar2 to c/godot
36
submitted 2 weeks ago by popcar2 to c/godot
[–] popcar2 4 points 3 weeks ago

I like to assume people using array programming languages just have a crystal ball that they use to call upon magic runes on the screen

71
submitted 1 month ago by popcar2 to c/godot
[–] popcar2 11 points 1 month ago (1 children)

Also WASM can't directly manipulate the DOM so it can't really be used for handling HTML/CSS, all front-end stuff still has to be done with JS.

[–] popcar2 15 points 1 month ago* (last edited 1 month ago) (9 children)

Right now. WASM has been supported by every browser for a while now, and most webapps are made with WASM. That said, it's not a replacement for Javascript, most people only use it on things that need to be high performance like heavier apps and web games. Nobody really makes websites that rely on WebAssembly instead of JS to my knowledge.

 

Link to the PR that was merged for this: https://github.com/godotengine/godot/pull/97257

[–] popcar2 3 points 2 months ago* (last edited 2 months ago) (1 children)

You can backflip in mid-air which is useful to go a little higher or cancel the direction you're moving in. I don't remember the exact control for it, but I think it was double tapping after jumping.

[–] popcar2 2 points 2 months ago

Absolutely, it's a great game.

[–] popcar2 7 points 2 months ago

The fun part of this game is hearing such differing opinions, I had someone explain that Block Koala was their favorite. I personally didn't gel with Planet Zoldath, it's conceptually neat but I found it very tedious. Glad you enjoy it though!

 

cross-posted from: https://programming.dev/post/20779359

Been working on this one for a while and I'm eager to share it. UFO 50 is a collection of 50 retro-style games, and I decided to write a blog post reviewing every single one. Enjoy!

 

Been working on this one for a while and I'm eager to share it. UFO 50 is a collection of 50 retro-style games, and I decided to write a blog post reviewing every single one. Enjoy!

80
submitted 2 months ago* (last edited 2 months ago) by popcar2 to c/gamedev
 

This was recently posted to discord:

The Original Rogue Legacy Source Code Now Available

Greetings @everyone!

It's been more than 10 years since we released a game that would alter the trajectory of our lives forever. That game, of course, was the original Rogue Legacy. In the span of a single night we went from struggling indie devs to building a solid, stable career making video games; a path that would carry on for more than a decade. Since then we've released two more titles and have reached millions of players worldwide, and it is a journey we hope to continue far into the future.

So, to give back to the community that has gifted us so much, and in the pursuit of sharing knowledge, today we are officially releasing the full source code to Rogue Legacy 1. This may only interest a select few people, but we hope by public sourcing the game that started it all for us, we can keep its spirit alive and help budding developers curious to know what it took for us to get started (and to see what you can get away with :p).

The full source is available at the GitHub link below:

https://github.com/flibitijibibo/RogueLegacy1/

A lifetime of gratitude goes out to Ethan Lee for setting up the public source code repository, and helping us since all the way back to the original Mac and Linux release of Rogue Legacy.

[–] popcar2 9 points 2 months ago

The whole project just sounds weird. Any mini-PC can be used for emulation, so I'm not sure what would make this one any different. Fitting a Ryzen 7 7840 in it is also a bit overkill unless you're planning to emulate PS3/Switch. I would expect a small PC for emulation to be way cheaper, maybe in the $200-300 range.

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