
Politician leans too close into mic: “WORKS AS INTENDED”
Reporter: “but this is a clear-”
Politician: “lmao wontfix”

Politician leans too close into mic: “WORKS AS INTENDED”
Reporter: “but this is a clear-”
Politician: “lmao wontfix”
Hey, I’m not sure if it fixes what you were worried about, but there was a new release that fixed more than a few issues.
Furthermore the creator of a 3.X gdnative project (Enu) is involved so that may be interesting longer-term.
I dunno, do you think it’s too rough for prototypes or jam-like games?
Seems to me like many of the issues are likely specific, workaround-able stuff. It’s mainly developed by 1 person, so pretty much any type of involvement (even posting issues or showing off projects) could help improve the future of the project.
In some cases you can keep your logic in its own file and not dependent on any engine. For instance I made a (non-game) software demo (number converter) for the 3.X bindings and then easily redid the GUI and rewired it for the 4.X bindings. (similarly I made a polygon-from-text-format parser for Naylib, I could transfer it but Godot has polygon editing so less need there)
I haven’t done enough to consider myself a programmer, but I could’ve written your post. It hits a niche that I have long wanted from programming.
You should check out the Godot 4 bindings if you haven’t already (gdext-nim, see my post on !nim@programming.dev). There’s also one for Raylib (specifically, Naylib).
My biggest functional gripe (that I can say for certain is not just me) was that support for (Bellard’s) TCC was dropped. It was nice for quick prototyping, though Clang is a pretty efficient middleground/default.

“Whoa, is it floating in the air? No! Listen, I’m into it. That’s cool as hell. That just lets you know how NATURAL and ORGANIC the code is!” – Free Apple Application.
Also yeah imagine if I did anything, let alone having a project worthy of the thought of uploading it anywhere.
EDIT: On second look I’m guessing the description was more of a rhetorical (which would make more sense if it were read before the image). So all I can say is
<me pretending I have a project>: haha same
I have all of the free time but feel terrible most of the time, so everything really. When I actually do sit down to actually try something,
it:
a. goes nowhere (failed attempt or no idea on how to start)
b. works, but has some blocking issue (or otherwise is not as viable as I hoped)
c. is… fine, but not quite smooth for me
d. does not seem to exist as I expect, slowing my workflow
e. is actually viable, but clunky (Godot’s gridmap, unless manual config)
Not that I really have ideas, more of annoyances with common game mechanics (or that lots of new stuff is bloated from textures/video/non-compressed audio etc.) really.
For a couple of things I have made (both text-file formats+loaders), one of them I had no desire to do the writing to utilize (adventure book, for a toolkit… also font scaling wasn’t as good I wanted) and the other (2D polygons, Raylib bindings) I was a bit unsure on usage (fans vs strips, loading multiple) and couldn’t be bothered to develop to a usable state (GUI editor etc).
Some of it I know I just need to start with something simpler (I am already leaning towards this with 2D or 3D polygons) and get anything started*, but I don’t seem to be there yet. Maybe something will change…
* still difficult having an idea that is both viable and engaging for me, and even the simplest 3D I’d still need to put a bit more prep-work in (Blender template file, importer script for materials and better node view, checking Godot color palette options to see if one allows keeping my x5 ramp width) unless I just don’t do that and ignore/manually do some of those (material overrides on import aren’t difficult for example, particularly when I won’t have many materials anyway)

alarm-clock-applet allows custom commands. So put systemctl suspend into a timer, bingo.
rtcwake to wake the computer up, for-better-or-worse the music will still be playing.
Someone else mentioned android, VLC there does have a sleep timer (just to stop the music) I didn’t see an equivalent option in the desktop version (at a quick glance) though.
In SMPlayer I do see the option ‘shut down computer’ as a sub-option for `close when finished playback’ (general options)
You know, I’m somewhat of a coding enthusiast myself.
Difficult to think of projects that I want to do that are also viable for me now. I settled on Minesweeper (/a dragonsweeper-like) though I lost momentum as I got a bit hung up on how to implement it in a way that’d allow dynamic map sizes. I suppose I should just make it as simple as I can and then differentiate it later.
Mostly been ignoring it though, instead making efforts to organize my room. Any personal growth is good, right?
I would also like an excuse to make some polygonal art (2D or 3D) but I don’t have many ideas there either, and many ideas of which would probably be an insignificant amount of actual coding compared to animation.
I think so, but that’s also has massive tradeoffs on its own. If I did that, it was probably mostly Robot w/Ser Junkan runs.
I probably would prefer a mod that makes active items only show up in shops (or perhaps chosen selection/loot-table at the start or per-character). Also: have the RR leave junk when taking some items (not ammo).
I do see one mod (Justice) to alter spawning which would probably help a bit (depending on the character, still not perfect early on). Plus I have other games to be bad at, some of them free (and slightly less frustrating).
It’s not guaranteed to get anything of value before you hit the boss. There aren’t many chests, active items are often highly situational and you may be forced to abandon it. This may be expected/intended and I may even be able to beat the boss anyway, but it’s more tedious.
Very likely that keys and blanks (both multi-functional), more chests, or money don’t drop enough. This already means waiting on making some choices until after the floor is mostly cleared (despite this not being the best/easiest option for survival) especially when it comes to the alternate path.
Also @smeg@feddit.uk
I stopped playing it particularly because of the 1st-floor experience with items/loot (and active items in general).
Then again, these sort of problems for me seem to run through games (especially roguelikes) often.
I am only interested in a niche compiled-to-<C/C++/JS> language due to the capability/speed while keeping readability. With that in mind, I wonder if Python’s JIT and no-GIL update will slow or reverse the stated trend (assuming it’s true at all).
Though it’s still an issue with bindings for something I can already use with my preferred lang, so is one reason why I haven’t tried it.
I’m going to go with the multiple causes for slowness (and that’s interpreted languages in general). In some cases, things might be usable if I weren’t on Zen+ still (newer stuff has better IPC among other things).
Things like JIT or no-GIL might reduce that, but I’m not sure that it’s that easy to fix (not being default (plus multiple options) seems to complicate bindings even).