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# learning
  • u

    user

    10/31/2022, 1:49 PM
    You can get a lot of fun things to do because the game is already started, and you can have fun modifying things.
  • u

    user

    10/31/2022, 1:49 PM
    Without having to worry about how to organize the project structure and create the game from the ground up.
  • u

    user

    10/31/2022, 1:50 PM
    Modding is one of the funnest and fastest ways to get real stuff happening in response to your programming, especially if you are new to programming.
  • r

    rafaelcastrocouto

    10/31/2022, 2:10 PM
    i also avoided signals while prototyping ... but keep in mind that signals allow you to make the components that work with different node trees ... check this link for more guidance i've made my card game from scratch, only used jquery because of lots of cross browser issues that existed at the time (8 years ago). gotta say it takes a lot of work and it's not easy at all but u do learn a ton
  • r

    rafaelcastrocouto

    10/31/2022, 2:11 PM
    while trying to come up with simple solutions to the game mechanics you end up understanding why some patterns exist and how they are facing each problem.
  • l

    lenscas

    10/31/2022, 2:11 PM
    yes, I know the benefits of signals :) That is one of the many reasons why I advocate people to use them They just aren't what I need for my specific game
  • l

    lenscas

    10/31/2022, 2:12 PM
    lots of basically proc gen means I don't design my levels in the editor (technically it isn't proc gen but it has the same effect) for example
  • r

    rafaelcastrocouto

    10/31/2022, 2:15 PM
    yeah procedural gen is in state of the art in all frameworks i've seem... it's harde cuz each game has it's own specifics and it's almost impossible to create a tool that will work on most cases
  • l

    lenscas

    10/31/2022, 2:17 PM
    yea, so instead I am structuring my code more like how you would structure a React program. Nodes have no way of calling up the tree or to the side by default. What they do have is a way to accept a lambda which they can use to throw stuff up/sideways. However, they can only do that if the parent actually gives them this lambda. (Which is generally spoken required)
  • l

    lenscas

    10/31/2022, 2:18 PM
    having this strict rules also means that C#'s Event system is kinda useless as there is always at most 1 node that can listen to events, so that is why I am using lambda's instead of Events/Signals 😅
  • l

    lenscas

    10/31/2022, 2:18 PM
    Signals also have the drawback of only being able to transmit stuff that extends Godot.Object, which rules out quite a bit for me
  • r

    rafaelcastrocouto

    10/31/2022, 2:20 PM
    i've never seem someone using react premisse on a game before. it feels a bit wrong cuz react (in browser) kinda gathers all DOM manipulation and resolves it in a single (and heavy) render function.
  • r

    rafaelcastrocouto

    10/31/2022, 2:21 PM
    i see how their architecture can be adapted to a game implementation, but it will change quite a lot
  • l

    lenscas

    10/31/2022, 2:21 PM
    sure, but I use it to explain how my nodes interact with each other 😅
  • l

    lenscas

    10/31/2022, 2:21 PM
    not so much how stuff actually ends up being rendered
  • l

    lenscas

    10/31/2022, 2:22 PM
    a parent has basically full control over its children while children can only interact with the parent through functions provided by said parent siblings don't even know about each others existence
  • l

    lenscas

    10/31/2022, 2:24 PM
    also, ideally a parent can only see its direct children. However, I am a bit lax on that rule as sometimes Godot forces me to put a node in the way to make things look good rather than for actual code reasons. In which case, I don't mind skipping that bad
  • l

    lenscas

    10/31/2022, 2:24 PM
    (Also, my editor breaks these rules, A LOT. Its on the list to rewrite though 😅 )
  • r

    rafaelcastrocouto

    10/31/2022, 2:25 PM
    that makes sense ... i just goggled some react games and apart from the very simple ones, all the others are using a canvas element. kinda throws all jsx on the garbage, so it fells like using a drilling machine to drive a nail.
  • l

    lenscas

    10/31/2022, 2:26 PM
    yea, no don't use React to make games 🤣
  • r

    rafaelcastrocouto

    10/31/2022, 2:26 PM
    but the node separation makes a lot of sense
  • l

    lenscas

    10/31/2022, 2:26 PM
    Do use its rules on how nodes (or components as React calls it) can interact with each other
  • l

    lenscas

    10/31/2022, 2:26 PM
    those rules are nice
  • l

    lenscas

    10/31/2022, 2:28 PM
    I do wish I had access to a FnOnce kind of type though. Would make my callback system even nicer as I then could enforce that a callback can only be called once before it needs to get a new one
  • l

    lenscas

    10/31/2022, 2:28 PM
    but alas, no borrowchecker in F# :(
  • u

    user

    10/31/2022, 2:29 PM
    And, Diahborne, this conversation is a great example why programming can be hard, if you are designing something instead of just modding. 🙃
  • u

    user

    10/31/2022, 2:29 PM
    So many decisions LOL.
  • l

    lenscas

    10/31/2022, 2:29 PM
    yep
  • d

    Diahborne

    10/31/2022, 2:29 PM
    ah okay
  • u

    user

    10/31/2022, 2:29 PM
    My brother is learning programming, and he's pretty great at logic.
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