OMBERX

u/OMBERX


r/godot•

Hello. I wanted to start a discussion on what you all prefer to do in your projects. Do you primarily switch the scene using something like `change_scene_to_packed` or do you have a base node and use `queue_free` and `add_child` to manage your scenes? Do you think each have their purpose, or is one option better than the other?

Personally, I've exclusively changed the scene in all of my projects and just use autoloads and a save/load system to deal with persistent data.

713


r/godot•

I'm saving an object of save data like this, but where does it save when I export the game as web build and upload it to itch?

var file_access: FileAccess = FileAccess.open(save_path, FileAccess.WRITE)
file_access.store_string(JSON.stringify(save_data, "\t", false))
file_access.close()
125


r/CallOfDuty•

Personally, I don't think I'm going to in Black Ops 1. The Pro perks are too tied to specific game modes and I'm scared of those game modes not having enough players

2242



r/godot•

Hello! I wanted to ask the community on your opinions between these three options for save files. I've been trying to gather information regarding these to come to a consensus on which one I should use, and this is what I have so far.

JSON

Pros*:*

- Human readable

- Protected from code injection

Cons:

- Only supports primitive types

- Easiest to modify for cheating

- Doesn't map nicely for most things "Godot" when loading since it's a string

Binary

Pros:

- Supports more data types than JSON

- Protected from code injection

- Better mapping than JSON

Cons:

- Not human readable

Resources

Pros:

- Supports every type you want to save ea

122142


r/Kanye•

Has anyone received the code yet? I haven't gotten an email on either one I signed up on.

1072

r/godot•

Hello! I just had a simple question. I'm working on a game and I find myself doing the following in a good amount of my scripts:

\@onready var player: Player = get_tree().get_first_node_in_group("player")

This works for me, and I definitely can keep doing this, but I was curious if I would maintain the same functionality just doing this in a global script of some kind. If I used in my enemy scripts or cutscenes Global.player.global_position or something else like that, would it be the same?

08