D’oh!
I knew it was something silly! Thanks!
So much of this is syntax - I also constantly forget : and ().
D’oh!
I knew it was something silly! Thanks!
So much of this is syntax - I also constantly forget : and ().
Haha yeah that’s a lot of what learning a language is, stuffing up the syntax :)
The reason ‘position’ doesn’t show up anywhere is that it’s a property of the Node2D class, which is further up the inheritance chain (Area2D<CollisionObject2D<Node2D). So anything that originates from Node2D has it.
I assume you know about ctrl-clicking stuff in the script editor? It brings up the docs for that thing, very handy.
3.2.2 released
This is pretty cool.
Am I right in saying that there is no refactoring in the script editor? Even just basics like renaming a method/variable updates all instances within the script/scope.
I like it and how well it is integrated (ctrl-click docs for example) but this is tempting me to fire up VS Code. Does refactoring GDScript work in that? What are the downsides to using external ide?
It’s easy to set up VSCode for GDScript. There’s a plug-in and everything. Definitely give that a shot if the inbuilt IDE isn’t working for you.
Maybe one of these days. I’m staying even more asocial than usual, since I can’t afford to get sick right now. :D
Also, I recently put together a video development log for my project (Fist of the Forgotten). Some of you might find it interesting and/or entertaining: https://www.youtube.com/watch?v=3-j76Xk7X0o
Edit: Oops, this was supposed to quote reply something Clay said earlier. Not really familiar with these forums.
I look forward to checking out this tutorial when it’s ready.
Can’t heart to remind people! ;)
I downloaded the latest Godot engine release yesterday. I’m going on a long train ride next month as a vacation, and I have it in mind to work on a strategy game idea I’ve had rattling around to pass the time.
Anyone have recommendations for Godot tutorials on the following items?
#3 is the big headscratcher. I’m not sure where best to tuck it into a tree-of-nodes design.
With regards to hex grids, it’s engine agnostic, but this guide on structuress and algorithms is the top search result for a reason.
Great, detailed and easy to read resource in general.
Also, don’t forget about these
Seriously, I’m not even clicking through and I know what you’ve posted. It’s amazing.
You’re a programmer by trade yeah? Do you have much Godot experience? I’m far from a Godot expert myself (more of a dabbler) so apologies if anything below comes off as unhelpful or condescending. :)
I don’t think you’ll find too much when you start getting super specific, and the majority of Godot tutorials seem beginner level which is probably not what you’re after either. You’ll also come up against old stuff for prior versions. There are a couple of RTS ones I’ve seen but they’re real simple. You may be able to adapt Unity stuff, pull out the concepts?
I’ve not come across a complex strategy game UI tutorial, so you may be on your own. I’d suggest going through the docs, which have a series of pages here that go into good detail on how to structure containers for responsive UI. Also how to hook into it with code.
I’m not sure what you need specifically for your strategy UI design, but I think the general pattern would be a UI scene that sits in your main game scene as a node. Within the UI scene, its top node would handle signals sent back up the tree from its button children.
Maybe it would include some state pattern if you’re switching UI contexts? I think GDQuest has a decent thing on making a state machine as nodes. It’s for game AI but you can probably get the idea.
Perhaps you would also want to include command pattern, to allow you to go back through a list of screens or contexts. I found this tutorial, not sure how great it is. Again it’s not for your specific use case but the concepts may help. :)
The UI node/scene itself would allow communication with the rest of the game via dependency injection.
For the background simulation and where it would fit into the tree of nodes, it doesn’t necessarily have to. You could look at Godot’s singleton implementation and make it a kind of globally accessible object? People tend to (over) use these as ‘manager’ objects that wrangle other nodes or provide global state.
Yes, no (a puzzler for the Five-Minute Game Jam a while back, and an abortive WW2 carrier battles game I set aside after Rule the Waves 2 came out), and entirely the opposite. Those are all excellent jumping-off points.
For a bit more context, the idea I’m toying with is a management sim and tactical zeppelin-aircraft-carrier wargame—Crimson Skies plus a captain’s-cabin layer minus the flight sim parts. (The same game with a flight sim layer instead of a turns-and-hexes strategy layer is a dream game of mine, but seems a bit too ambitious.) That means a good deal of UI complexity for management screens and the like, and a good bit of background simulation needed. I’m thinking to start by prototyping the tactical combat layer, for which I have design notes lying around already, and hopefully build from those (relatively) simple roots.
I’m also keeping an eye on amethyst, a game engine built in Rust. I’ve been doing a lot of Rust for pay lately, and I think it could conceivably have some serious advantages for games, but the Rust games ecosystem has been in its infancy for some years now.
Nice! Rust is a pretty interesting language/platform. Amethyst and its ECS are very interesting things, too. If I ever make a real-time simulation game, I’d choose to do most game “logic” in a Rust-based ECS (or actor, depending on the approach) system, interfacing with a “front-end” like Godot for rendering and input.
While not Godot related, the roguelike tutorial for rust uses an ECS system:
https://bfnightly.bracketproductions.com/rustbook/chapter_0.html