@SirLich@mastodon.gamedev.place
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SirLich

@SirLich@mastodon.gamedev.place

Budding indie game developer with a history of modding.

This profile is from a federated server and may be incomplete. Browse more on the original instance.

TheBreadmonkey, to random
@TheBreadmonkey@beige.party avatar

The internet is a confusing place. I was looking for news stories about Mr Blobby, then I somehow fell down an INSANE rabbit-hole so that when my wife came in and asked what I'm doing because I'm supposed to be getting ready, I said to her the following..................

I'm trying to verify that the man who holds the record for inserting most creme eggs into his anus was eaten by a crocodile.

I hate the internet.

(It's 9!)

Edit - I don't know if they were wrapped or unwrapped and I don't know if he was eaten by a crocodile as the Daily Sport asserts in their article.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@TheBreadmonkey 362880 is an absolutely absurd number of ANYTHING to stick up your anus /s

SirLich, to random
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@acegikmo on zenos paradox: "I don't remember the details, and I don't respect Zeno enough to find out" oml 😅

Honestly I bet you would really enjoy GEB. Obviously not authored by Zeno himself but he appears as a nuisance of a character

SirLich, to random
@SirLich@mastodon.gamedev.place avatar

My (tech) company just posted a photo of the Leadership Team for Leadership Week, and tagged everyone. Every face but one is young, white, and male. No women.

A woman from the Creative side of the company posts a link about diversity and says "Food for thought ;)"

I love it.

SirLich, to gamedev
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YoSoyFreeman, to random
@YoSoyFreeman@mastodon.gamedev.place avatar

Raylib is one of the best pieces of software i ever seen.

It seems like an easy way of learning C, and it is. But the source code is so well documented that you will be literally learning Low level computer stuff in a very natural way.

I honestly believe, and i have said this before, one of the bigger issues with Godot is that the code is not documented at all. Just thousands upon thousands of interlocked files without any internal explanation of how things are supposed to be working.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@YoSoyFreeman Godot source code makes me a bit sad. I think having docstrings in a separate XML document is a huge issue.

Also many files are 5,000 lines long, and some functions are 1500 lines long.

Seems there is little will to follow some simple standards like documenting the code, and putting one class per file.

SirLich, (edited )
@SirLich@mastodon.gamedev.place avatar

@tracefree @YoSoyFreeman I also get the sense that refactoring (at least to my standards) wouldn't exactly be accepted.

There aren't really any good tests, so it's hard to verify your work even.

SirLich, to gamedev
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Looks like implementing Context Based Steering is on the menu for today.

I can't even really test my prototype properly anymore because enemies are just bumping into each other.

#gamedev #godotengine

ErrorAtLine512, to godot
@ErrorAtLine512@mastodon.gamedev.place avatar

I have a list of Scenes that I references in a script, but the "icons" for the scenes doesn't at all match what's in the scene. And it's very confusing as there are no other indication of what scene is referenced.
Are there any way to update or set the "icon" to what's in the scene?

SirLich,
@SirLich@mastodon.gamedev.place avatar

@ErrorAtLine512 Even worse, the icon preview sometimes shows icons for other scenes 😅

IIRC there is an API for this whole icon thing, but not sure how well it works. Look into the system for drag/drop, it should be around there (not at my PC to give exact info sorry)

dergell, to gamedev
@dergell@mastodon.gamedev.place avatar

Sometimes I may overengineer stuff?

I'm starting to add replication since I'm now getting into actual player interaction systems. To reduce code duplication, I wanted a generic interaction function with a templated parameter.

Doesn't work. Unreals reflection system, which is needed for replication, can't really handle template types. That's a bummer.

Here's more info from someone who basically had the same idea:
https://forums.unrealengine.com/t/problem-with-creating-a-generic-server-call-system/34974

SirLich,
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@dergell I think TECHNICALLY this would be possible via a UHT extension. If you would be able to hook that process and use something like Clang to expand the templates/macros...

But I agree it's way to complex. It's a shame that unreals code gen isn't smart enough to understand any C×× metaprogramming techniques

SirLich,
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@dergell My company fights against unreal all the time. Another funky one is no TArray inside of TMap -you need a FStruct dummy layer in between.

SirLich, to random
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I'm currently in the process of leaving my company, and I guess they like me because they're holding me hostage based on the terms in my contract (105 days!)

Something tells me if I had been a bit shit they might have let me go a month early, which is what I asked for 💀

Damned if you do, damned if you don't!

SirLich,
@SirLich@mastodon.gamedev.place avatar

Need some advice: I have 30 days vacation, 16 upcoming, and 14 unclaimed.

My workplace is willing to let me go a month early, as long as I'm willing to let the 14 days rot (no payouts where I live). Otherwise I can simply finish my contact, and take all 30 days.

My new workplace wants me to start ASAP, and are already anxious with my proposed August start date. Pushing that back to September might really sour things with them...

I kind of want a break tho 😔

SirLich,
@SirLich@mastodon.gamedev.place avatar

@jesus Well it goes both ways. If I would be fired I would be paid in full the 105 days.

I've accepted their offer. 16 days PTO down the drain, but I will live.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@reidrac I would get my days if I work the full length of the contract. It's the fact I'm trying to duck out a month early that opens the door to negotiation.

It's also a bit of a gray area actually. Companies in Germany must tell each other how many vacation days I took, to avoid "double dipping" if I switch companies part way through the year.

My next company is Icelandic though and they don't care! So I would be *technically allowed to take all 31 days in a row.

No prorated here.

SirLich,
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@reidrac Essentially I'm only working 6 months of the year so "fair" would be 50% of my vacation.

It's only because my next company doesn't care about PTO that I can scrape out a technicality and take 100% of my PTO for the year with my first company.

mdiluz, to random
@mdiluz@mastodon.gamedev.place avatar

Is anyone aware of commonly used terminology these days for AI-tainted and AI-free media and tools?

Expecting terms to be coined for these pretty soon, but I'm wondering if any are already emerging and can't think of them.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@mdiluz I hear "slop" used for content primarily created with or heavily using AI.

There are some hashtags associated with humans-only creations, but nothing in particular seems to be winning.

SirLich, to godot
@SirLich@mastodon.gamedev.place avatar

More art style exploration. My review: I will be SCREWED on animations.

I need to simplify and find a compromise between quality and ease of animations.

#godot #krita #art #gamedev #feedback

Mittzy, to random
@Mittzy@mastodon.gamedev.place avatar

I made a body editor for my Unreal game (with modular bodies) entirely in UMG

SirLich,
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@Mittzy Slate is fun!

SirLich,
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@Mittzy Howdy 🤠

SirLich, to godot
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Trying to nail down an art style for my game.

My biggest worry with this style is extra pain associated with backwards facing animations. What do you think?

video/mp4

SirLich,
@SirLich@mastodon.gamedev.place avatar

@beeoproblem Haha, they DO look a bit like that (I had to google it).

My weakness is definitely animation more than illustration. I will need to do some more tests with more complex creatures to see if the art style is viable.

SirLich, (edited ) to godot
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EDIT: This exists -check replies! :godot:

I wish Godot had inline scripts.

I find this most relevant with UI. For example a label that displays the name of the current level. I don't WANT to create and organize a separate .gd file for this. I want the script to just be owned by the node as part of the tscn file.

Cluttering the file system with one-off files that won't be reused doesn't feel the cleanest to me.

SirLich,
@SirLich@mastodon.gamedev.place avatar

Note: What I'm looking for is something like inline resources. Isn't it nice that you can create e.g., a LabelSettings inline, and aren't required to create a new .tres file for this resource?

Imagine if scripts worked the same way, and you would only need to save the external .gd file when you were ready to extract the code into something reusable.

You wouldn't even need to name these inline scripts. They're just... a property of the node.

SirLich,
@SirLich@mastodon.gamedev.place avatar

@tracefree Uh no, I stepped right into this one, didn't I?

I've been using this software since 2016 and never learned this 😅

I am somewhat wondering what these "Limitations" could be (other than external editing I guess!). I will evaluate them and decide whether they're useful or not. I suppose a different icon might be nice...?

I will edit the original post if you don't mind, to avoid confusion.

DKesserich, to Unreal
@DKesserich@mastodon.gamedev.place avatar

Can anyone help me out with something? Config variables and CVars are not working the way that they should be in my project and it's making me crazy.

more info:
https://forums.unrealengine.com/t/confused-by-console-variables/1858012

SirLich,
@SirLich@mastodon.gamedev.place avatar

@DKesserich You don't need a separate developer settings class. CVars can be set directly from .in. The syntax is a little funky, but you should be able to find some examples in the engine installation

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