QueenOfSquiggles

joined 1 year ago
[–] QueenOfSquiggles@lemmy.one 5 points 1 year ago

I'm fairly certain it isn't, at least in the core engine. The dev team works really hard to make sure every feature going into core is:

  • useful for many/most users
  • impossible to create otherwise
  • has significant community demand.

Things like eye tracking are more likely to be done in add-ons, GDExtension, and the like. You'd have better luck looking for an addon or C++ library that could get integrated

 

I actually don't know how cross posting is supposed to work so I hope I'm doing it right. I originally shared this in a general game dev community but I want to share it here as well since it's Godot

[–] QueenOfSquiggles@lemmy.one 2 points 1 year ago

I've been using Manjaro and having a pretty good time. I mainly use it because I like the idea of Arch, but not the time investment needed to get everything set up how I like it. I originally moved over because I wasn't happy with Ubuntu putting ads in the terminal when updating through apt.

[–] QueenOfSquiggles@lemmy.one 4 points 1 year ago

You forgot an amazing reason to use NewPipe: Subscription Groups. You can assign different subscriptions to different groups and view a subs feed of that particular group. So I'd have a group for game dev and stuff, and another for media criticism, etc. Awesome stuff!!

[–] QueenOfSquiggles@lemmy.one 3 points 1 year ago

It took me an embarrassingly long time to see any words at all

[–] QueenOfSquiggles@lemmy.one 1 points 1 year ago

You're very welcome! When I used Unity I used Scriptable Objects for everything. So when I moved to Godot that was one of the first things I looked for. Best of luck on your journey!

 

I posted this on my CalcKey earlier but I wanted to make a proper Lemmy post as well to give more to this community.

You can find the original post here.

Feel free to ask questions here, on YouTube, or on my CalcKey account post!

[–] QueenOfSquiggles@lemmy.one 5 points 1 year ago

I'm familiar with Toki Pona, but like with conlang I only have a cursory interest in it. Not to dissuade the creation of community. I'm hoping by commenting on this, your post can find some more people who will be interested. Best of luck!

[–] QueenOfSquiggles@lemmy.one 4 points 1 year ago

Why hello I am literally just making this comment so more people see the post. My favourite thing about Fedi is how engagement works entirely different from proprietary social media. People make the Fediverse work, people being people make it such a lovely place!!

[–] QueenOfSquiggles@lemmy.one 1 points 1 year ago (3 children)

I'm glad I could help out! If you wanna check out more of Godot's awesome features the official docs are really great! It has gdscript and C# examples all over so it's really helpful

[–] QueenOfSquiggles@lemmy.one 2 points 1 year ago (6 children)

Well I'll join in so long as this thread exists (I am expecting self promo to be less aggressively harassed on Lemmy compared to Reddit)

Sorry to make it so long, I wanna try to share what I'm making as well as who I am and what I do.

I'm a primary hobby dev, trying to make a couple bucks from my games but not really living off them. I've primarily been making little horror games since they are really fun for me and horror is a very comforting genre.

Now I'm letting myself be "basic" and making a cutesy Magical Farming/Ranching game in the style of Slime Rancher, but with some various farm sim and RPG influences. I'm making it in Godot with C#.

I do all of my games as open source projects under the GPL 3 license (copy-alike license). I see it as a way to give back to the internet which is largely responsible for teaching me how to code and also letting people smart enough to compile it themselves to have my games for free if they so choose. I've also had some pull requests for different improvements on some of my stuff which was unexpected but super cool.

One of the intentional design features of the farm game is being very data driven. I'm setting the game up for translation keys and many of the features are using custom resources (Godot's Scriptable Object equivalent). I'm using Godot's patch loading feature to allow loading mods fairly easily. So all one needs to do to make a mod is write a few files, which in Godot is super easy to do.

I don't really have any pics yet since the game is way super alpha stages. I'm still getting some features working properly and there's a lot to do before it'll be done. Hoping I can publish on steam but otherwise all my games usually go on Itch.io.