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Latest Threads
Godot 4
Forum: GDScript 4
Last Post: Andrew
07-18-2021, 12:50 PM
» Replies: 0
» Views: 46
Programming Techniques
Forum: Programming / Scripting
Last Post: Andrew
07-18-2021, 12:43 PM
» Replies: 0
» Views: 35
New to Scripting?
Forum: Basics
Last Post: Andrew
07-18-2021, 12:29 PM
» Replies: 0
» Views: 37
Comment on the basics tut...
Forum: Tutorials
Last Post: Andrew
07-18-2021, 12:20 PM
» Replies: 0
» Views: 33
Comment on the Solutions ...
Forum: Solutions
Last Post: Andrew
07-18-2021, 12:19 PM
» Replies: 0
» Views: 40
What are Nodes?
Forum: Nodes
Last Post: Andrew
07-18-2021, 11:44 AM
» Replies: 0
» Views: 24
Game of Life
Forum: Projects
Last Post: Andrew
07-18-2021, 11:18 AM
» Replies: 0
» Views: 35
Welcome
Forum: General
Last Post: Andrew
07-16-2021, 09:39 AM
» Replies: 0
» Views: 35

 
  Godot 4
Posted by: Andrew - 07-18-2021, 12:50 PM - Forum: GDScript 4 - No Replies

I think that Godot 4 will bring several great improvements to the language such as Lamda expressions and the removal of string names for signals (from my memory).

I guess that there will be some issues in translating Godot 3 code over which we can talk about here.

Let's look forward to it!

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  Programming Techniques
Posted by: Andrew - 07-18-2021, 12:43 PM - Forum: Programming / Scripting - No Replies

In this area, we can talk about how to do stuff with code. This is normally termed "algorithms", "best practices", "clean code" etc.

Examples are:

  • how to handle choices
  • how to loop over data and exit the loop
  • how to inject data into formatted strings
  • how to handle user input and make it safe
  • file handling
  • structured data
  • testing
  • typing
  • code structure
  • coding style
  • version control

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  New to Scripting?
Posted by: Andrew - 07-18-2021, 12:29 PM - Forum: Basics - No Replies

If you are new to scripting (writing code), please post here.

Scripting is generally about filling in the instructions (logic) for your game inside of functions such as the _ready function, or the _process(delta) function, or after connecting a signal to your script that is attached to a Node.

You have to have some idea of what you want to do in response to events or for initialization of the scene. Then you write code to do what you want to do. You may crunch numbers, format text, and control parameters of other Nodes for example.

Before this, you need to be familiar with the game loop, common Nodes, and how to assemble a scene.

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  Comment on the basics tutorials
Posted by: Andrew - 07-18-2021, 12:20 PM - Forum: Tutorials - No Replies

If you have any feedback or questions regarding the Basic Tutorial Topics on GDSCript.com, please post them here.

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  Comment on the Solutions Topics
Posted by: Andrew - 07-18-2021, 12:19 PM - Forum: Solutions - No Replies

If you have any feedback or questions regarding the Solutions Topics on GDSCript.com, please post them here.

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  What are Nodes?
Posted by: Andrew - 07-18-2021, 11:44 AM - Forum: Nodes - No Replies

Did you know that Godot Nodes make use of OOP? This is Object Oriented programming where each Node extends functionality of a less powerful Node.

The most simple Node is called Node and does not even have a position value, this property gets added by extending it to Node2D for example. The most complicated nodes are found at the ends of the tree such as the FileDialog Control Node. These Nodes inherit all of the Properties, Methods, and Signals of their ancestor nodes.

Properties are like variables that are set to customize a Node instance. The settings of these properties get remembered when you save a scene.

When you create a Scene, it is like creating your own custom Node that you can instance in other scenes. In fact, you may give your scene a class_name so that it gets added to the scene tree in the Editor. Using export vars, you are able to create additional properties for your scene to show up in the Inspector and get saved with the scene.

The Methods are functions that the Node provides and you may add additional functions to your scene that Extends the base Node that you started with.

The Signals are used for the purpose of loosely coupling your scene to the other parts of your game. Nodes emit signals, and any place that is connected to it gets to run a function in response. The idea of loose coupling means that your scene should still run on its own without errors, it doesn't know what is interested in its signals. And you may add your own custom signals.

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  Game of Life
Posted by: Andrew - 07-18-2021, 11:18 AM - Forum: Projects - No Replies

If you have any questions about the Game of Life tutorial, you can post them here.

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  Welcome
Posted by: Andrew - 07-16-2021, 09:39 AM - Forum: General - No Replies

Hello everyone! I finally got around to adding a method of community interaction with this website.

If you have some feedback about the website content, or are interested in more scripting-focused discussion, then this could be the place for you.

You may start a new thread in the best-suited category area to kick off the topic.

Looking forward to community interaction,

Andy

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