There are over 1800 games on the 3DS. That doesn't include the entire DS library of almost 3500 games it's backwards compatible with. Significantly more if you just mod it to use emulators. How is a combined 5300+ games "barely any games"?
@@BryceDixonDev i mean games that are not for ds and i dont know how to install emulators or mod the 3Ds lol ive watched so many tutorials done my research but i just cant
Not sure why I struggled with Yingzhao so much. Maybe I didn't level up enough (clearly I went back to grind for a bit, but that took far too long to seem like the right answer) or maybe it's just so early you don't have many combat options?
I think there's a problem (maybe it's a Godot4 thing) where the plugin dies immediately on arrival due to mismatch between space/tab indentations in the files. I didn't even know that you could use space for indentations in GDscript but apparently that's a thing :/
I prefer 2 spaces over tabs since tabs can appear differently in different editors and for different people, but yes, Godot defaults to tabs. You can easily go through and manually replace the space indentation with tabs if you want, but as long as you don't open the file it shouldn't get modified.
@@BryceDixonDev On godot4 it crashed out of the box without opening anything, due to the double-spaced tabs. As far as I can tell, the godot editor seems to look whether your project is using spaces or tabs, and then will invalidate files that aren't conforming to that requirement. I haven't tried it on newest 4.3 so perhaps it was a bug. Though all I can say is that in thousands of hours of using godot, downloading addons, following tutorials/code, etc, this is the only time I've ever seen anyone using double-space instead of tab.
There's definitely going to be a hit and realistically pooling Players (and Nodes in general) is definitely a go-to optimization, but I haven't benchmarked anything. I actually wrote a benchmarking tool just after this, but then got busy with other things before I could actually properly test it; search the asset library for "ScriptBench" and you should find it. That being said, something I didn't originally make clear is that this isn't intended to be a universally loved library or tool that every project should use, it's intended to help people get their foot in the door of audio programming ASAP. People get intimidated by "intro tutorials" that are multiple hours long, so I wanted to provide a small abstraction that fills a lot of the holes a beginner will run into with audio in Godot. Realistically, if you want *really* good audio, you should either roll your own system or go with FMOD.
i seriously don't get why everything in godot appears to be simple except wanting to play a single sound effect on command. i hooked up procedural sidechain compression in less code than this, which is the "easy" example. what the hell went wrong with their design philosophy.
Audio is inherently difficult due to how optimized it needs to be. People tend to focus on graphical optimization since "we need to render 60 frames per second!" but that also gets it's own whole piece of compute hardware in a dedicated GPU while audio needs to render 44k samples per second *minimum* for decent results and usually that needs to be accomplished via a single software thread (which might be kicked off the core via the OS or hardware, leading to an unpredictable and unavoidable performance hit. Because of these factors, audio programming kind of needs to be focused on speed optimization above all else in every aspect which tends to create "unintuitive" or "overcomplicated" solutions to seemingly simple problems. That being said, part of why I made this video was to show that playing a single sound effect on command *isn't* complicated. It's only a few lines of code: make the sound player, assign the sound resource, add the player to the scene tree, and tell it to start playing. If you know a Node will always be a sound source for a particular sound, you could also just set up the SoundPlayer as a child and call `SoundPlayer[XD].play()`; polyphony is free as of Godot 4.
I didn't articulate it very well, which is my fault; but what I was trying to get at in the beginning is that there are a lot of resources for "how to make a simple audio system" which *aren't simple*. Someone who wants audio to "just work well enough" (maybe to be revisited later) likely doesn't want to spend 30-60 minutes watching videos and reading docs to get a proof-of-concept audio working for the first time. *That being said*, I designed this script to be "outgrown" by anyone who uses it. I'd highly recommend once you're willing to take a deeper look at Godot's audio system to give it a shot. Here's a starting point from the official documentation: docs.godotengine.org/en/stable/tutorials/audio/index.html With the constructive feedback I've been getting on other platforms, I'll likely end up re-making the video after improving the script - more functionality (eg: layered music; likely some kind of optional built-in pooling) and more flexibility - rather than just making a "part 2." I wouldn't like to leave up misleading information that clashes with a future update, anyway, since that would just cause confusion more than anything else.
It feels like most people just *assume* Godot is missing a ton of key functionality when it's totally available. Most times someone asks me for a function/class that does some behavior, there's already something built-in that does exactly that and more. Tweens are a fantastic example. Excellent way to time sequential events with minimal code and it can be done from anywhere with minimal setup.
It's a TAS, but the game isn't modified. Every frame the game advances the internal RNG value (for some reason), so I wrote a script that would find the frames that would result in an "O" piece spawning every time. Most pieces this doesn't work for since the piece spawning code has a check to try to prevent duplicate pieces from spawning, but it has a bug, so "O" pieces actually *can* spawn repeatedly. My pronouns are "he/him" :)
My own chemistry engine has been made! Hopefully this will allow me to graduate smoothly. Thank you for your help in the process, and I included you in the acknowledgements section of my graduation project! The URL is ru-vid.com/video/%D0%B2%D0%B8%D0%B4%D0%B5%D0%BE-JfxQ3jjBMRw.html&ab_channel=kkXie , welcome to watch~
Should be possible. You can only get duplicates of tetriminos with an ID T where there exists a number X such that: X%8=T; and (X/2)%7=T The T piece has an ID of 0, so that's totally possible. I had to switch between O and I because I has an ID of 6 which doesn't have a value T that satisfies both of those equations.
Would you say something like this is really difficult to make? Specifically for a novice at C#? The other day I was trying to create my own chemistry engine (also inspired by BOTW), but I couldn't even wrap my head around where to start. I probably got too bogged down in details and it slowed me down (I was trying to figure out the best way to create a generic and modular "material" type object with assignable properties, but couldn't figure it out. i was researching enums and scriptable objects, but again.. i'm a major noob at this.)
This was my second-to-last major project as a CS major, so it does require quite a bit of understanding of both Unity and computer science in general. I've been considering recreating this, though, and at the very least creating a blog post on my website (brycedixon.dev/) going through how it works and how I made it, so I'll try to remember to notify you when that gets made.
Try going to brycedixon.dev manually. If I recall, I just did the inefficient test of looping over all "flammable" objects and testing their distances. There's probably better ways to make it more efficient (eg: octrees) but this was good enough.