- cross-posted to:
- haskell@programming.dev
- cross-posted to:
- haskell@programming.dev
This is a spot where you can ask anything that you feel doesn’t deserve its own post, no matter how small or simple it is!
How ya doin?
I’m really really tired because of Long Covid. I wish that weren’t so that I could keep working on the hit game Diarrhea 4.
Doing God’s work, I hope you feel better soon.
Can I use this as a brag too?
Nobody I know would care, so I’ll tell you. I made a stupid basic world gen from a tilemap and noise. You know, the basic stuff. Then made a little NPC that wanders around and will change it’s walking behavior based on the type of tile it’s on. Niiice.
I’m a programmer, but never done this kind of stuff before so it feels like I’m starting from scratch. It’s fun again.
In the editor can I set it so different variable types have different color variables? (E.g. an var example:int would make “example” yellow).
I feel like lambda variables should have a color, like member functions do.
dont think thats supported in it currently
all of the editor color settings though can be found by going to editor in the top bar->editor settings->text editor category->theme
Is there any plan to work on sound design/adaptative music handling in Godot ?
What exactly do you have in mind? I’m not an professional sound engineer, but the last time I worked with sound effects in Godot it appears very mature and feature rich for me.
So what are you missing currently?
Well some basic sound handling like having entry and exit points on a sound node allowing a sound to be sync with another without a strong cut in and out. To make this it would be more effective to have a dedicated window pretty much like the animation tracks with basics sound editing functions.
More sound node type, like a node with multiples sounds/audiostream inside that can switch from one to another depending on a var state. A node that plays audiostream in sequence or at random.
Just check the basic functions in Wwise. Godot is powerful enough to skip entirely the use for a audio middleware for adaptative music…
You can also check Godot mixing desk, a Godot add-on to make adaptative music that is not very handy to use…
I made Mixing Desk and yeah, it’s a bit awkward. I updated it to Godot 4 and slimmed it down into one node.
I manage to do some things with gmd but for some reason, yeah it was a bit junky, with a lot of limitations everywhere.
I’ll try meta_player thank you, but I already see a problem : the bar match limitation. Having to stick with segment of the same bar size is quite annoying.
It seems the only way to sync the different layers and monitor beats, really
I wonder how they do it in wwise? A segment of 2 bars can be played on top of a 4 bars one…
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