@lucasromerodb To me, this UX choice is actually very helpful. You can work on a script and at the same time select any node in any scene and view/copy/paste its properties in the inspector. The file system I regard as disconnected from the node tree, it's just the asset/script repo.
Now it's merely becoming a textbook example of how to alienate your user base determined by a single mind who isn't as sharp as it thinks it is. Also an interesting showcase of how success can skew the perception of one's opinions, choices and importance. Listening is a virtue.
I'm glad I haven't posted much on Twitter, so I don't have much to lose. For many out there, however, this bird going extinct is quite damaging. All the artists, indie devs, journalists, etc. who contributed to making this an interesting and engaging platform in the first place.
I've been playing with #stablediffusion recently, particularly animated transitions from one state to another. It's quite fun. Here's me on a bad coffee day. #stablediffusionvideo
@oliver_joyce Thanks! I'm not actually planning this as a platformer, at this point it's just a test project to try to come up with a more or less general purpose state machine, and explore some other parts of Godot like the tile map. Details like floatiness will be state machine stuff.
#GodotEngine really blows me away. I started this little test project _from scratch_ this afternoon and that's how far I got in a couple of hours even though I didn't know a lot about many features of Godot that I used here. (Not my art assets btw.)
#Godot4 is really impressive.
@Visleaf Ah, thanks for the clarification. I wasn't aware that 3.5 can do this via the rendering server, I'll need to check it out. I'm fairly new to Godot and have just started using it again with the v4 betas after a longer break. It'd be great to get this as a built-in core feature.
I just released a #GodotEngine module for physics interpolation. It's a simple node that should get rid of jagged movements if a screen's refresh rate doesn't match the physics ticks per second. https://t.co/Umk1Sp8Z45
#gamedev#gamedevelopment#godot#util#tool
@pmelin@AlfredBaudisch@AlfredBaudisch , yes it's nice to have these capabilities now. Cheers for the comment @pmelin , that's awesome! I can fix it up, but may not get to it until after New Year's.
@AlfredBaudisch Yes, that might work, but I imagine you can run into performance issues depending on the complexity of the project and the hardware to run the game, so I'm hesitant to set physics ticks that high. Collision detection etc. can be expensive performance-wise.
@oliver_joyce Yes, please give it a try. I got started with Godot 4 but the jagged movements on my 75Hz screen were a real showstopper. I love everything else about the engine, so I came up with this solution. It seems to work well in my (limited) use cases. 🤞
Give it a try if you like, it's a simple node that you drop into your project. Here's a YouTube video on basic and more advanced usage with performance optimisations: https://t.co/mRAzWMHxAi
#GodotEngine#gamedev#tutorial#video
@mistertodd He probably meant Mars years, so around October 2069 by mundane Earth years seems achievable if he doesn't buy too many Twitters along the way.
@2gay2lift If you feel hurt because a film critic explains why he's doing the things he's doing, and you'd do it differently if you were in his shoes, you should probably go outside more often.
@FilmCritHULK The sandworm escape in Ori and the Will of the Wisps. Most escape sequences in both Ori games aren't easy but all are doable. Except the sand worm which I just found too unforgiving and frustrating.
@kurtruslfanclub No gambling. No cookie clickers, it feels like burning people's life time. No games aimed at recruiting people to an army or glorifying war, etc.