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It’s time to make that indie C# game in Godot

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51–60 of 228 posts

Re: It’s time to make that indie C# game in Godot

#51
I'd love an alternative for 2D games to Unity but I haven't found one that has the breadth of features as well as demonstrated high quality games. It doesn't help that Godot fans constantly push their engine-of-choice every chance they get. We get it, you're excited... Show, don't tell. Build super high quality stuff and prove it's time to stop waiting.

Re: It’s time to make that indie C# game in Godot

#52
Maybe it's because writing C# in Unity is really just using the Unity SDK and not writing actual C# code, but I wouldn't want to hop over to Godot just because it supports C#, as learning it was born out of necessity and was never an enjoyable experience. I'd be much more interested in their GodotScript or plugins for other languages I'm familiar in.

Re: It’s time to make that indie C# game in Godot

#53
post #26
post #6

Earlier quoted context omitted.

The quoted statement is 100% accurate. Unity is very slow. When I worked on Unity with a larger project, I'd often have to wait 10+ seconds for Unity to rescan the entire project every time I switched windows from my IDE to Unity, or every time I ran the project. In similar project sizes, Godot was always lightning fast. > Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product…

Are you comparing apples to apples with similar sized projects? I'd be curious to hear about larger Godot projects.

Yep. Similar numbers of assets, similar sizes of assets, etc. Things that would cause Unity to keel over and die were virtually instantaneous in Godot. I had a project with something like 10k game objects in Godot with no major issues.

Actually, there was one issue where saving was taking like 5 seconds in Godot instead of being instantaneous. I reported it and it was solved in the next point version. https://github.com/godotengine/godot/pull/49570

Re: It’s time to make that indie C# game in Godot

#54
People are overreacting to Unity's acquisition (technically a merger) of ironSource and Riccitiello's comments on monetization. Many developers want to make money from their games, so I think it's positive and worthwhile for Unity to give them tools to do that. As for Unity's market cap, the market as a whole has taken a beating over the past few months. As someone who works with Unity and sees the enormous value it provides, it just strikes me as a great time to buy their stock while it's low.

Re: It’s time to make that indie C# game in Godot

#56
post #39
post #6

Earlier quoted context omitted.

The quoted statement is 100% accurate. Unity is very slow. When I worked on Unity with a larger project, I'd often have to wait 10+ seconds for Unity to rescan the entire project every time I switched windows from my IDE to Unity, or every time I ran the project. In similar project sizes, Godot was always lightning fast. > Godot looks like Unity from 2008, it's easy to boast efficiency when you have a limited product…

As someone who uses Unity professionally to make a 2D game, here are some key areas I find godot lacking vs unity: - Scalable text support a la TextMeshPro (sdf-based rendering) - the in-editor console is horrible. it frequently tells me "output overflow, print less text!". wtf? also, it doesn't let me click on a line to jump to the code - the built-in tile editor is very painful in my experience. the UI is clunky an…

> - gdscript's heavy reliance on "magic" strings and lack of type-safety throughout

Yikes. I was like "eh, I could get over that for a good dev framework" until I hit this one. Dealing with that kind of thing is like driving a car with hexagonal wheels.

Re: It’s time to make that indie C# game in Godot

#57
post #45

Unity is suffering because it can't find a way to make DOTS/ECS first class without completely redoing basically everything. That's my biggest complaint with Unity at this point. So much is built around the GameObject implementation that when you start using ECS you can feel the friction - you're writing a lot more code, you're doing things in a way that feel like swimming upstream, and there's less support + documen…

Godot also seems to be built in a way that creates friction for ECS style game logic. It's built around scenes that are trees of nodes that each have associated behavior and signaling/message passing between nodes.

Re: It’s time to make that indie C# game in Godot

#58
>You can also use C#’s events, which are strongly typed, but if you need to interface with node events, you should use Godot’s signal system.

Nope. Nope. Nope. Nope, I wasted 2 hours of my life trying to get these signals to work in GD script.

I'm going to try some other open source engines, but trying to jerry-rig an extra language on top of a relatively immature engine isn't a very good idea.

Now I imagine if Microsoft decided to come out of an engine, they could rationalize supporting six or seven languages. But if you're already a small project, what ends up happening is the other language support just isn't as good

Re: It’s time to make that indie C# game in Godot

#59
post #44

Yes indeed, it's time to move from Unity to something else because I don't want to pay for that kind of people's salary: > Devs not baking monetisation into the creative process are “fucking idiots”, says Unity’s John Riccitiello https://mobilegamer.biz/devs-not-baking-monetisation-into-th... If he talks in public like that, imagine how this guy talks to his employees behind closed doors...

He didn't say that. "mobilegamer.biz" is betting on you not reading before getting outraged, and it looks like that paid off.

Full quote for context:

Riccitiello: Ferrari and some of the other high-end car manufacturers still use clay and carving knives. It’s a very small portion of the gaming industry that works that way, and some of these people are my favourite people in the world to fight with – they’re the most beautiful and pure, brilliant people. They’re also some of the biggest fucking idiots.

Re: It’s time to make that indie C# game in Godot

#60

>You can also use C#’s events, which are strongly typed, but if you need to interface with node events, you should use Godot’s signal system. Nope. Nope. Nope. Nope, I wasted 2 hours of my life trying to get these signals to work in GD script. I'm going to try some other open source engines, but trying to jerry-rig an extra language on top of a relatively immature engine isn't a very good idea. Now I imagine if Micro…

What issues did you have with GDscript's signals? I've been using Godot for > 2 years and had no issues with them.
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