Hello everyone,
this may sound like a dumb question/topic, but since my mind is crammed with JS, C#, SQL, Python (but barely any of it) , (some, but also scarcely) 65816 Assembly, etc.
I can only seem to remember the syntax in GDScript that is the basic logic that i already memorized from my years of experience *elsewhere*, and yes i am proficient with much of the other Godot functions for random nodes, its just that most “tutorials” i have found to try and become a true master just take the longest, most inefficient ways to make different things, and i was wondering if anyone has been in the quantum state (being lazy and also good work ethic) enough to make their own framework so that UI design is easy, player movement in RPG or Platformer style is easy, etc.
(Not so i can use it, i just wonder if its a common practice of single-man devs)
really the main games that i think about are SNES, NES, and Gameboy, with this in mind, realizing how messy a lot of my code is, I thought that i could redo from scratch in a new project.
*Very sorry if this is an idiotic question, please dont let me waste your time.
I use all RPC calls instead of using the Multiplayer Spawner and Synchronizer nodes. It gives me a LOT more control over Monkanics’ netcode and what information goes where.
I also have a function to calculate RPM (Rounds Per Minute) of any weapon, because I prefer typing whole numbers instead of irritatingly small decimals.
func calculate_operation_delay(Rounds_Per_Minute:float) -> float:
# Formula for calculating RPM for easy fire rate implementation
return 60.0 / Rounds_Per_Minute
Not sure these count as “frameworks”. They’re more differing methods.
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Nice, I would say it counts.
Do you ever use a json file for data handling or do you use an array with IDs for storing specific items or something? or do you/anyone else just do whatever works per project?
Well, I simply haven’t gotten to save data yet, but I store every true piece of client/player info on the server. But this is on a match-by-match basis.
Your wording really wasn’t too great, so I might’ve interpreted what you said wrong.
ああ、ごめん(Ahh, sorry), i just meant like a character inventory or something, like do you use an actual database or just a file that stores character data?
I don’t think I can give you an actual answer yet because the theory is so hard to articulate. Plus, I don’t have the final system yet.
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Huh, interesting. thank you very much for your time, ありがとうございました
Yes. It’s open source and you’re welcome to use whatever you want of it.
Game Template Plugin
It works with 2D and 3D, and there’s a lot more plugins on my Github. Enjoy.
For much more details on all my plugins, see the post I just made in this thread: What is a "Good plugin"? - #9 by dragonforge-dev
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I know what you mean exactly. I have gone through that before. Best approach is to try and do things the way the tutorials do. Do that repeatedly in multiple projects (no way around that). Once you become fluent with that, in the next projects, start to focus on code reuse creating common classes and functions. You will fail at fist, but eventually you will get it. Follow an approach such as this to develop your framework: Harvested Platform .
This is what I did for my own framework. I talk more about it in the thread I linked previously.
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Awesome list of plugins @dragonforge-dev . I’ll check them out. 
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