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Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

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251–254 of 254 posts

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#251

Earlier quoted context omitted.

Honestly this is the kinda stuff that put me off Godot. A million ways to do things and they all seem bad or feel like they’re going to shoot me in the foot later. Somehow I never had these issues in Unity

Are there any Godot FAQs or documentation with "blessed" paths for the various mainstay gamedev needs?!

This conversation got me looking into the Godoy asset library, where I found a number of examples that wound up being very helpful. There are a few 2d platformer examples made by the Godoy team that emphasize just how many options there are (and for good reason). The ‘thing is a thing’ mentality that comes with learning OOP (or at least the way I have been learning) is probably a good one to get past, because indeed there is are many reasons to do one thing different ways based on the little differences between implementations of said thing.

So the project I just looked at had 3 types of platforms that I could tell:

The level was made up primarily of a tile map. It had its own collision set in the resource per tile and represents the most copy-cut type platforms you’re likely to see

Then there was a static body tile, which had a polygon2d shape, used to create an irregular platform that would have been more painful (maybe near impossible) to make in the tile map.

Finally, there were two moving platforms that were instances in as scenes.

So the big revelation for me today is that I need to not get hung up on doing any one conceptual thing anyone one way. Any (seemingly minor) difference in fundamentals about what that thing is or does may lead to another basic node type being the best thing to use. I need to not be afraid of making use of more varied tools, even if things feel like they should be all just be the same simple thing in the head.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#252

Earlier quoted context omitted.

Honestly this is the kinda stuff that put me off Godot. A million ways to do things and they all seem bad or feel like they’re going to shoot me in the foot later. Somehow I never had these issues in Unity

Are there any Godot FAQs or documentation with "blessed" paths for the various mainstay gamedev needs?!

Parent’s call methods on their children, while children use signals to communicate with parent nodes.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#253
post #165

Earlier quoted context omitted.

I am pretty proud of figuring out how to TDD a C# module without booting Unity for a hackathon last month. Managed to contribute my bit from an underpowered netbook. I had never written a line of C# before, but I'll be damned if I'm going to concede TDD from the CLI. I knew it could be done, and I made it work. Everybody thought I was crazy, though, and none of the sponsors' DevRel were any help. And, of course, the…

I'm not very familiar with Unity and it's limitations / difficulty of this task. What challenges did you encounter and how did you solve this problem?

Mostly its Unity's magical module loading and namespace collisions that obstructed my straight-forward approach. Apparently all files in relevant directory are interpreted on boot, with implicit dependencies made available--a collision with Unity's own Vector3, eg tripped me up when it shouldn't have been, IMO, available without explicit import.

Re: Show HN: Tramway SDK – An unholy union between Half-Life and Morrowind engines

#254

Earlier quoted context omitted.

dude it's period correct just hit ctrl/cmd and plus and zoom in like the rest of us.

But it's not even period correct! A website of that era would've filled the entire screen no matter what the size, because hobbyists weren't doing weird layout shenanigans.

Nonsense, it was common to have fixed-width layout (and design for 800x600 pixels screen res, maximised browser window)
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