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# learning
  • d

    Diahborne

    10/31/2022, 12:42 AM
    I could try to relearn gdscript... I am thinking of doing that. But I have been an art focused person for most of my life in college and in university.
  • d

    Diahborne

    10/31/2022, 12:43 AM
    I worried that I could make messy and badly written code.
  • l

    lenscas

    10/31/2022, 12:43 AM
    so... what everyone will sooner or later do? :P
  • d

    Diahborne

    10/31/2022, 12:46 AM
    I do not have any one else to help me... just me. 😦 But I am thinking of learning how to code in gdscript again.
  • z

    Zac

    10/31/2022, 1:07 AM
    well you probably didn't do the best art when you started too, the first step to be good on something is to be bad on it
  • d

    Diahborne

    10/31/2022, 1:07 AM
    Yeah agreed
  • l

    lenscas

    10/31/2022, 1:08 AM
    also, at least you admit that messy code exists
  • l

    lenscas

    10/31/2022, 1:08 AM
    (and that it is bad)
  • l

    lenscas

    10/31/2022, 1:35 AM
    I wonder if it is easier for a programmer or an artist to stamp a game out of the ground. Artists have an easier time to sell their idea I'd say. As good visuals make things easier to market. With the current amount of no/low code platforms around, they might even be able to setup a quick demo to help show off the idea to further help market their idea. However, the downside is that code isn't really something you can commission. A programmer has the opposite benefits and problems. They will have an easy time showing off the mechanics of the game but without art they struggle to bring the world to life and thus market the idea. However, art is easier to commission than code but without even a no/low code equivalent for art it might be hard to properly get everything across.
  • u

    user

    10/31/2022, 2:44 AM
    Yeah, it's an interesting thing. You can't really have one without the other except in extreme circumstances and it's one of the things that make games harder to do well than a whole lot of other kinds of projects.
  • u

    user

    10/31/2022, 2:44 AM
    As far as being bad at programming, though, if you try out coding and you don't hate it and hate doing it, then don't worry about it!
  • u

    user

    10/31/2022, 2:45 AM
    Getting code review is a great way to learn how you can do better.
  • u

    user

    10/31/2022, 2:46 AM
    It's definitely OK to start with what you can and improve.
  • u

    user

    10/31/2022, 2:46 AM
    In fact can be one of the faster ways to learn.
  • u

    user

    10/31/2022, 2:47 AM
    I've learned a huge portion of what I know in programming trying to do something I needed to do, hadn't ever done before, and didn't have a ton of guidance on.
  • l

    lenscas

    10/31/2022, 2:50 AM
    Also, commissioning art is an art in and off itself 😅 none of the characters I commissioned have turned out how I had them in my head. Especially the dragonian ended up quite differently. I am however just lucky enough that I like the way the artist drew them anyway and as a result I am more than happy to use them regardless. However, I don't want to know how frustratingly difficult it must be if you are more strict about how the character must look.
  • d

    Diahborne

    10/31/2022, 5:04 AM
    https://gdquest.itch.io/learn-godot-gdscript so I am trying to learn how to code with gdscript. I completed 7 lessons.
  • u

    user

    10/31/2022, 1:10 PM
    🥳
  • e

    erlend

    10/31/2022, 1:27 PM
    The upside of a very high-level language like GDScript is that even knowing a little bit of it can go a long way, especially in the context of modding. Even if you come to the conclusion that you don’t wanna be spending your time writing whole programs from scratch, just being fluent enough to change some variables around is very empowering.
  • e

    erlend

    10/31/2022, 1:29 PM
    I got my start in gamedev by altering HP values of all the units in Wc3. I wanted it to be more fast-paced like StarCraft, so I figured ‘hey, I’ll just lower the HP of all units by 50%’. From there I learned a ton about all the interconnected systems that I had naively started messing around with.
  • l

    lenscas

    10/31/2022, 1:30 PM
    yep, it also helps to better communicate with other devs. Also, if you know how Godot's signals work you can get some really good stuff happen
  • l

    lenscas

    10/31/2022, 1:34 PM
    for a school project we ended up making something similar to Godot's signals in Unity as well as a nice system around that. The people who were making the levels basically never had to come to the devs for stuff like "if the user clicks on a button then X has to happen" because, well, whatever X was there was almost always a way to hook it up through our event system. Even custom functions could get hooked up to it. And then with the many kinds of event transmitters "if X happened" also never really showed up as a request. Moving platforms also never showed up as something that had to be created by the devs as the event system ended up powerful enough for them to just create it through events. So... yea... if nothing else, get to understand how Godot's signals work and make code that works with those, not against them
  • l

    lenscas

    10/31/2022, 1:37 PM
    (Also, with Godot having those signals built in you already get a lot of transmitters for free. Which makes it A LOT easier to setup correctly then it was for us in Unity 😅 )
  • l

    lenscas

    10/31/2022, 1:43 PM
    and yes, this is definitely a "do as I say, not as I do" moment as my Godot code basically shuns signals. I have my reasons for that, but those most likely don't apply to the other people here :P
  • u

    user

    10/31/2022, 1:44 PM
    Yeah, writing something from scratch has to be one of the hardest things in programming. There are just so many questions you have to answer about design and architecture, but if you can modify something that already exists, it's so much easier, and can still be really useful.
  • l

    lenscas

    10/31/2022, 1:47 PM
    you don't even need to modify Godot's signals
  • l

    lenscas

    10/31/2022, 1:47 PM
    it should just enable you to basically already do all these things
  • u

    user

    10/31/2022, 1:47 PM
    Yeah, I meant modifying an existing game/project, i.e. modding instead of trying to make a game from scratch.
  • l

    lenscas

    10/31/2022, 1:48 PM
    oh, I'm not shunning signals in my code because it is an existing project
  • u

    user

    10/31/2022, 1:48 PM
    No, I'm saying for learning, it's so much easier to modify an existing game in Godot, than it would be to make a brand new one in Godot.
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