https://linen.dev logo
Join Discord
Powered by
# ⚔shotcaller
  • I love this point the most > there is no reason a developer would have it disabled. The people who have it disabled tend to be developers 🤣
    l

    lenscas

    04/06/2023, 7:27 AM
    I love this point the most > there is no reason a developer would have it disabled. The people who have it disabled tend to be developers 🤣
  • I also love how that guy saw the load size and his first idea was "lets throw JS at the problem" instead of "lets put some effort into minimizing the generated html"
    l

    lenscas

    04/06/2023, 7:29 AM
    I also love how that guy saw the load size and his first idea was "lets throw JS at the problem" instead of "lets put some effort into minimizing the generated html"
  • we are all like this: always going first for the path of least resistance... very few are able to stop and rethink their choices. When we do it is not uncommon to realize that it's not the best path at all.
    r

    rafaelcastrocouto

    04/06/2023, 7:32 AM
    we are all like this: always going first for the path of least resistance... very few are able to stop and rethink their choices. When we do it is not uncommon to realize that it's not the best path at all.
  • how did we go from "AAHH!!! 100+KB IS TOO MUCH!" to "Yea, lets just throw 3D backgrounds to people on pages containing code documentation" ?
    l

    lenscas

    04/06/2023, 7:37 AM
    how did we go from "AAHH!!! 100+KB IS TOO MUCH!" to "Yea, lets just throw 3D backgrounds to people on pages containing code documentation" ?
  • that sounds so much like a big company CEO 😁
    r

    rafaelcastrocouto

    04/06/2023, 7:47 AM
    that sounds so much like a big company CEO 😁
  • This is our map after godot 4.0 conversion ... they did a great job, am I right?
    r

    rafaelcastrocouto

    04/11/2023, 8:51 AM
    This is our map after godot 4.0 conversion ... they did a great job, am I right?
  • r

    rafaelcastrocouto

    04/11/2023, 8:51 AM

    https://cdn.discordapp.com/attachments/944586108681982002/1095269944725352477/Screenshot_1.png▾

  • 🤦‍♂️
    r

    rafaelcastrocouto

    04/11/2023, 8:52 AM
    🤦‍♂️
  • We could still bail on 4.0 if it doesn’t come with big enough upsides for us.
    e

    erlend

    04/11/2023, 8:53 AM
    We could still bail on 4.0 if it doesn’t come with big enough upsides for us.
  • it does ... i just don't understand why they would break the compatibility so much of the underlying structure is basically the same. they just renamed methods and classes for no good reason.
    r

    rafaelcastrocouto

    04/11/2023, 8:55 AM
    it does ... i just don't understand why they would break the compatibility so much of the underlying structure is basically the same. they just renamed methods and classes for no good reason.
  • here's a small list of breaking compatibility 'no good reason renames': - OpenSimplexNoise to FastNoiseLite - tween.interpolate_property to tween.tween_property - shader_param to shader_parameter - FontFile to DynamicFontData - Texture2D to Texture - Sprite2D to Sprite - AnimatedSprite2D to AnimatedSprite - yield to await - hint_tooltip to tooltip_text - instance to instantiate - button.pressed to button.button_pressed - get_size_override to get_size_2d_override - node..rect_size to node.size - node.rect_position to node.position - PointLight2D to Light2D - onready to @onready - path.empty to path.is_empty - unselect to deselect - BUTTON_LEFT to MOUSE_BUTTON_LEFT - event.scancode to event.keycode and that's only the ones I've encountered so far... pretty sure there are many more (still haven't touched any animation stuff). they add nothing of value and waste all the indie developers scarse time in exchange for just keeping what was already working. not to mention the tiles redraw. I've fixed our tileset but ... you know ... just why?!?!
    r

    rafaelcastrocouto

    04/11/2023, 7:34 PM
    here's a small list of breaking compatibility 'no good reason renames': - OpenSimplexNoise to FastNoiseLite - tween.interpolate_property to tween.tween_property - shader_param to shader_parameter - FontFile to DynamicFontData - Texture2D to Texture - Sprite2D to Sprite - AnimatedSprite2D to AnimatedSprite - yield to await - hint_tooltip to tooltip_text - instance to instantiate - button.pressed to button.button_pressed - get_size_override to get_size_2d_override - node..rect_size to node.size - node.rect_position to node.position - PointLight2D to Light2D - onready to @onready - path.empty to path.is_empty - unselect to deselect - BUTTON_LEFT to MOUSE_BUTTON_LEFT - event.scancode to event.keycode and that's only the ones I've encountered so far... pretty sure there are many more (still haven't touched any animation stuff). they add nothing of value and waste all the indie developers scarse time in exchange for just keeping what was already working. not to mention the tiles redraw. I've fixed our tileset but ... you know ... just why?!?!
  • _Phew_ yeah, that's weird.
    z

    Zicklag

    04/11/2023, 8:09 PM
    Phew yeah, that's weird.
  • Those don't really seem worth it.
    z

    Zicklag

    04/11/2023, 8:09 PM
    Those don't really seem worth it.
  • It'd be nice if there was at least an auto migrator for all the easy stuff.
    z

    Zicklag

    04/11/2023, 8:10 PM
    It'd be nice if there was at least an auto migrator for all the easy stuff.
  • i can understand the @onready but thats really it
    y

    Yendor

    04/11/2023, 8:32 PM
    i can understand the @onready but thats really it
  • `- event.scancode to event.keycode`
    y

    Yendor

    04/11/2023, 8:32 PM
    - event.scancode to event.keycode
  • this is realkly weird
    y

    Yendor

    04/11/2023, 8:32 PM
    this is realkly weird
  • usually you want scanscodes
    y

    Yendor

    04/11/2023, 8:32 PM
    usually you want scanscodes
  • oh
    z

    Zicklag

    04/12/2023, 1:37 PM
    oh
  • r

    rafaelcastrocouto

    05/06/2023, 4:02 PM
    I've made a lot of progress on the migration ... we can now load our map and our lights are working (no shadows yet) I hope we will have everything done on one or two extra weeks. I've simplified the UI a lot and did it all using godot themes so new improvements will be easier and more consistant
  • r

    rafaelcastrocouto

    05/09/2023, 8:46 AM
    our units are back, I've managed to work around the get_texture bug (still showing error msgs but it works) and the light shadows are also working. godot 4 canvas shader material has a bug so our fog of war isn't working we also have some small issues with the walk animation, but we are really close to a playable 4.0 release
  • c

    Chappie

    05/09/2023, 12:59 PM
    oh dude this is gonna be sikkk!
  • c

    Chappie

    05/09/2023, 1:21 PM
    Got inspired

    https://cdn.discordapp.com/attachments/944586108681982002/1105484676824567908/NewCharxChappie-export.png▾

  • c

    Chappie

    05/09/2023, 1:21 PM
    But i think it don't work, clear difference of style.
  • c

    Chappie

    05/09/2023, 1:25 PM
    ROOOSHAN?...

    https://cdn.discordapp.com/attachments/944586108681982002/1105485789254647818/image.png▾

  • e

    erlend

    05/20/2023, 6:14 AM
    I guess we’re past this point already, but I just happened to run into this:
  • e

    erlend

    05/20/2023, 6:14 AM
    It’s for a 2D game, and it also links to a GDScript migration.
  • r

    rafaelcastrocouto

    05/20/2023, 12:21 PM
    I've encountered about half of the changes mentioned there, still really usefull info to have at hand. Just yesterday I was fixing the Ysort stuff ... they just mention it was "moved to Node2D" but where to find it and how to use it are up for us to find out (you need to enable it for all parents and have them all on the same z-index)
  • r

    rafaelcastrocouto

    05/20/2023, 12:24 PM
    apart from the 'fog of war unit hiding' shader, i think we got all our functionality back. now I'm just making sure it's all updated properlly, splitting the code fo rthe modules and making sure we are following the correct patterns (for the most part we are off by a long shot)
  • r

    rafaelcastrocouto

    05/27/2023, 1:18 PM
    I've finished fixing the minimap (it was a big struggle with all changes on both node positioning and camera values presented by 4.0) but it's working now better then ever, with support for rectangular maps. the fog shader ain't working yet but I have big hopes that godot will fix it soon next I'll check on the other maps and make sure all controls are working. If so I'll publish a 4.0 release since we should be clear of bugs (only the canvas modulate alert remaining that should also be fixed by godot soon)