programming but if it was woke be like

I am almost finished with 173 minutes out of the 363 minutes of GDScript introductory material in my lessons… (48% complete)
And the professor massively updated and shortened the lectures today, rendering much of my progress inert. <3
bashing my head against a wall trying to find out WHY my physics update with nothing but two (2) vector multiplications? sometimes takes?? 83??? milliseconds??!!?!????
the humble and unassuming print() function below: >:)
Icarus flew too close to the sun!
I got a few lessons into the prototype project and had to backtrack to the GDScript section. What do you mean shortcuts get one nowhere?!?
Still chomping away at this introductory section: it’s a doozy.

making a platformer on godot engine. Anyone have any tips for godot? like how to create a stagnant background or something? or dialogue?
i’m a beginner if it wasn’t clear
It’s that time again! This year I’m tackling…
JavaScript sincerely kicked me in the teeth during my last 100 Days of Code. I got up to a pretty decent point of foundational knowledge and then the fundamentals (of inheritance and exporting and npm and webkit for no reason) got the better of me. My course actually changed and updated a lot for the better since I tackled it the first time, but I’m shifting gears this year.
Come with me on this journey to learn how tf nodes and signals work in Godot and maybe (if we have time) learn to develop small projects using C/C#.


Attempting to learn to code in GDScript to make a video game and oh my god i feel like a pathetic wet creature baby trying to hobble its first wretched steps. I have the whole script written, that was no problem. I have a whole bunch of art assets painted, that was also no problem!!!! but the fucking coding!!!!!! the fucking coding and I am sort of making a soft persistent “aaaaaaaaaaaaaa” sound as I attempt to figure out how to keep this bitch from being able to run off the map when the tutorials aren’t working???
i figured out how to give him a health stat and that took me like. hours. It’s not displaying on the screen but i think he Has it. Who’s to say, though. who’s to fucking say
UUUUUGH I HATE NOT USING LUA

I tried to recreate Source Engine player movement in Godot. It fucking sucks. WHAT THE FUCK IS “:=”? IS “self” EVEN USEFUL? CAN I MAKE A FUNCTION NOT TIED TO AN OBJECT? WHY DO I NEED TO SPECIFY A VARIABLE CAN VARY? ISN’T THAT LIKE THE WHOLE POINT OF A VARIABLE?
Are you captivated by the magic of interactive worlds, pondering how games come to life on your screen? The realm of game development offers an unparalleled opportunity for creativity, problem solving, and personal growth. For many aspiring creators, especially those delving into game development for beginners, understanding the tools and processes behind popular engines is a crucial first step.…
Godot Engine on GitHub: How to Contribute and Build from Source
Are you ready to transform your ideas into interactive worlds, build captivating stories, and craft experiences that others can enjoy? The world of game development is more accessible than ever, and learning to create games at home offers an inspiring journey into creativity, problem-solving, and technical mastery. For many, diving into game creation might seem daunting, but with the right…
Developing games with the Godot Engine offers incredible flexibility, especially with its powerful scripting language, GDScript. To truly excel, learning how to write clean and efficient godot gdscript is paramount. Clean code is easy to read, understand, and maintain, while efficient code performs optimally, ensuring your game runs smoothly.
This guide explores essential best practices to…
How to Write Clean and Efficient Code in GDScript (godot gdscript)
Brrr… Do you feel that chill? That’s the approach of the feature freeze, a significant milestone in our development process. While it isn’t quite upon us yet, this likely marks the final development snapshot for the 4.5 release cycle. As we near completion and focus on stabilization, bug reports and feedback become especially crucial to ensure a smooth beta timeframe for the Godot engine.
You can…
Component-based architecture is very useful for reusing behaviors without the pitfalls of inheritance. But, it has its own challenges. For instance, if you have a component that gives an object health and a method for taking damage, you’ll usually want to access it from the outside. But how do you know whether the target has such a component, or where in its data it exists?
One approach is to write into the parent a method for getting such components. But then the parent will need methods for any potential type of component it could have.
Alternatively, you might use duck typing; use e.g. target.has_method(). But this relies on searching the node for methods and relies on StringName spelling, which requires remembering and spelling correctly the field you’re trying to get. Then there’s target.find_child(), which is very inefficient, and has similar problems to has_method().
However, there’s a way to get components efficiently, without relying on StringNames or even writing code in the parent to accommodate the component. Consider: Metadata.
Metadata is a key-value collection(very similar to a dictionary) built into all objects in Godot. These take StringNames as keys, and their value can be any type of data. Through this, we can inject values into the parent of our components, making finding these components very easy.
“But it still uses StringNames!” True! But we can get around that very simply.
Static functions can be written to allow for grabbing a specific type of component from a given object, if it exists.

Here, we would have our damage source simply call HealthComponent.get_health_component(target), and it would immediately access the component, if it exists. If it doesn’t, it returns null.
This sort of pattern works for all types of objects, not just nodes. So for instance you could create a RefCounted that contains signals and a static method for injecting/finding this object in metadata, and calling the signals- very handy for component-based architecture and state machines.
I love how easy it is to set up a character body in Godot, no crazy calculations just a few checkboxes and tweaks and it works great. Even implementing the moving platform logic was easy.

And of course we have the first enemy, with a snazzy healthbar. Took me a little bit to get this working but the bar moves according to way the player is looking.
So I decided to redo what I was doing in Unity but in Godot 4. Honestly much the same logic just a different engine but I have found the experience a lot more enjoyable. So far Godot feels a lot better imo. Sticking to GDScript while I learn the engine but might branch out later. I quite easily added controller support, jumping and moving. Some things need some tweaking to be right but that can be done further down the line when I have some more interesting things to move around.
Oh, so I finally did it
I coded something that would reproduce two of itself and iterate into infinity 8D
It’s cuter because it means I have a pile of critters on my main menu but …y a a h let’s fix that. :D
🚨 AI GONE WILD 🚨
What happens when your enemies refuse to enemy? 🤔 Kaado takes on the chaotic challenge of Limbo AI in Godot, and it’s a glorious mess of bugs, rage, and questionable life choices.
Tag a dev friend who knows this struggle. They’ll feel seen. 😂
Well!!! idunno kinda depends how you look at it
python is for sure faster and has a much larger standard library, and many more meta programming features, along with the bazillion packages on pypi etc. it also has stuff like exceptions that gdscript lacks
but i do think theres areas where its lacking if u compare the two. In particular i think async is much much nicer in gdscript. 99% of that is because its made in the context of a game engine where you gotta do actions on a frame-by-frame basis which cannot be blocking. so pretty much all the standard apis on nodes and such can be used in an async way with signals & await/connect. Its also really trivial to mix sync & async code, since calling async code from sync just queues it & returns instantly, which is rly intuitive i think. or just doing like .call_deferred()
The whole signal thing also means that pretty much any addon you download can be easily used like this too, whereas in python land its kind of miserable.
also also of course gdscript has actually enforced typing. and its gradual just like pythons! in python land they depend on the IDE to do the type checking ahead of time, which ive always found weird for such a dynamic language. maybe someone’s made a package for it or something though? not that gdscript typing is perfect, something like ? to indicate nullable types would be nice i think.
there’s probably many more comparisons to be made but those were the first 2 that came to mind :P