Code Monkey home page Code Monkey logo

godot-24-hours's Introduction

George Marques

Hello! I'm George Marques, also known as vnen or xoshy around the web.

Summary

  • 🇧🇷 Living in São Paulo
  • 🗣️ Speaks Portuguese and English
  • 💻 Programmer by trade
  • 🎸 Guitarist by hobby
  • ✍️ Likes to write stuff sometimes

More about me

I'm a software engineer based on São Paulo - Brazil. Currently I'm the CEO of Vertex Ludi, a company that offers support and consulting for Godot Engine users, and I'm also working for the Godot Engine project itself as the maintainer of GDScript (their custom scripting language).

I learned programming when I was about 7 years old by drawing with Basic in a 386 computer with MS-DOS, after my brother taught me. Also playing a bit with DBase in the very same computer. Over time I got to learn some other things by myself, like Visual Basic, Delphi, Web stuff like HTML, JavaScript, VBScript (that was thing), ASP (not ASP.Net), PHP, and the list goes on. Jack of all trades master of none.

Games were always a bit of a passion of mine and I enjoy making stuff more than playing games. Though I'm the worst to have game ideas so I never really did anything besides clones for fun (or started huge story-driven projects that stopped not far from the beginning). Nowadays I work indirectly with games by coding for the Godot Engine.

If you know me from Godot, I'm also helping with GDExtension (the API for native dynamic modules), besides working here and there with other engine areas.

I also play the guitar (not very well) as a hobby and I like to write fiction when the mood strikes.

Knowledge & technologies

In no particular order.

  • C++
  • C
  • Godot/GDScript
  • TypeScript
  • JavaScript
  • Swift (learning)
  • Android
  • iOS (learning)
  • HTML5
  • CSS
  • Bootstrap
  • Node.js
  • Express
  • Linux
  • Bash
  • Arduino
  • MySQL
  • Docker
  • Vim (how to exit)

Also can dabble in:

  • PHP
  • WordPress (Themes/Plugins)
  • Python
  • Rust
  • Haskell
  • OCaml

godot-24-hours's People

Contributors

kerskuchen avatar pandaqi avatar touilleman avatar vnen avatar

Stargazers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

Watchers

 avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar  avatar

godot-24-hours's Issues

Hour 5 Game major bugs

I'm able to run the game but, have no clue how to fix the bugs that are happening. I've gone through all the finished scripts both sets, and cannot find any errors or differences that I didn't already fix in the coding. here are the bugs:

  • ship and asteroid don't interact. At all.
  • shot doesn't queue free after connecting with the asteroid.
  • asteroids do not spawn and the one asteroid that is on screen does not move.
  • explosion scene doesn't queue free after destroying the asteroid.
  • score counter counts even after shot(s) leave the screen, but not at all when destroying the one
    asteroid. And explosion animation appears at the end of the screen where the shot exited the screen
    and also doesn't queue free.
  • Appears to be only the top laser that effects the score counter.
  • Holding space is infinite shoot. (not solid laser beam)
  • counter doesn't count by +1 ( as the counter counts the shots leaving the screen, the counter will
    sometimes increase by a couple to several hundred points)

Errors

error(3,50): Can't preload resource at path: res://scenes/shot.tscn

I've gone through all of the finished scripts for each of the scripts and the only place I see:
var shot_scene = preload("res://scenes/shot.tscn")
is in the player scripts, which is where I keep running into this error.

This book does not explain functions, methods, members, etc. or how to use them, or when, or why with any sort of context. At least not before Hour 5. There is an instancing "Try yourself" section, but using the shortcut button on the scene dock, not code.

I.e. The second paragraph on pg 83 . . . "We can get the shot scene with preload . . . "
Then why the error?

The third paragraph mentions to instance the the shot scene into the stage scene root using function
add_child, and using get_parent to get the stage scene's root. Then the paragraph says to set the position of the instance to the position of the ship, which is shown in listing 5.4 pg. 83. Until this point the book shows nothing of how to use those functions in code in order to instance scenes. Nor do we get to practice it and use it to know how it works. You could say that the exercise at the end of hour 4 does that, but again the only other examples up to that point are how to instance and add nodes(even child nodes) to a scene using the scene dock, and no examples on how to accomplish it using code. I could reference the finished scripts to see how it was done but how does that help me learn how to use these functions through context. In other words the book needs to better explain and show, "How", "When", "Where". and "Why", to use particular methods or members, etc. in order to create code and develop a game. I get that the scripts are available, but that's the problem with this book . . . it's a read along and copy. That does nothing to help learn. It offers and illusion. The illusion of the ability to develop a game. I'm usually not this long winded but I'm super frustrated right now because I've been working on this for the last 2.5 hours and am completely lost. All I can think to do now is copy and past all the finished scripts to see if the game actually works. On that note, the Dynamic Text file also doesn't work. Even if the Uppercase box is checked. I messed around with the size a bit, and the only part of the text that ever became visible was the colon in "SCORE: 0". Maybe you should make a video tutorial that goes with the book.

TRY IT YOURSELF sections of the book doesn't render well using the online reader

Hello I have buyed the kindle version of the book because I wanted to work with the editor and the book on the same machine but sadly the TRY IT YOURSELF sections does not render well on the cloud reader

kindle cloud reader - google chrome_017

kindle cloud reader - google chrome_018

This doesn't happend on the android app so I have bean working with my phone and the pc but this is not the experience I wanted to have in the first place.

Enjoying the book so far (hour 5) but if you can fix this problem I will enjoy it even more :)

Exporting Bloxorz without physics

I am new to Godot and I bought your book for a quick start.
And I am not disappointed. The book is clear and well structured. Thank you for that.

But I have a question. Running the Bloxorz game works fine inside the editor. But when I export the game to a Windows exe file the physics is gone. The block just continue to roll outside the tiles and never falls. Of course I did try this with your example code of Hour 17 on this site.

Exporting seems a straight forward process. Is there a way to find the cause (and solution) of this problem? Or can this be an issue of Godot?

I am using version Godot 3.0.6 on a 64 bits PC with Windows 10.

No explosion script in finished projects

There is no script for explosion the explosion scene in the finished scripts. Nor does the book show you how to code a queue_free function and then connect the signals. On page 61, there is is a Try yourself that "describes" how to connect signals. But, how is one supposed to connect to something without a script or without knowing what to type in the "method in node" section of the connect to node dialogue box.

Bloxorz Clone won't proceed to level 2

Hi i'm new here in github. Please can you fix the error in the Godot-Hour-17 which is the Bloxorz Clone because the problem is can't proceed to next level which is the level 1 is not working to proceed level 2. That's only problem.

Please asap!
Thank you and Godbless!

Recommend Projects

  • React photo React

    A declarative, efficient, and flexible JavaScript library for building user interfaces.

  • Vue.js photo Vue.js

    🖖 Vue.js is a progressive, incrementally-adoptable JavaScript framework for building UI on the web.

  • Typescript photo Typescript

    TypeScript is a superset of JavaScript that compiles to clean JavaScript output.

  • TensorFlow photo TensorFlow

    An Open Source Machine Learning Framework for Everyone

  • Django photo Django

    The Web framework for perfectionists with deadlines.

  • D3 photo D3

    Bring data to life with SVG, Canvas and HTML. 📊📈🎉

Recommend Topics

  • javascript

    JavaScript (JS) is a lightweight interpreted programming language with first-class functions.

  • web

    Some thing interesting about web. New door for the world.

  • server

    A server is a program made to process requests and deliver data to clients.

  • Machine learning

    Machine learning is a way of modeling and interpreting data that allows a piece of software to respond intelligently.

  • Game

    Some thing interesting about game, make everyone happy.

Recommend Org

  • Facebook photo Facebook

    We are working to build community through open source technology. NB: members must have two-factor auth.

  • Microsoft photo Microsoft

    Open source projects and samples from Microsoft.

  • Google photo Google

    Google ❤️ Open Source for everyone.

  • D3 photo D3

    Data-Driven Documents codes.