Maybe our brains are so filled with knowledge, it's hard to add any more.

cybereality

It's shocking how well the "don't feel like it right now" strategy works.

I just tried Godot 4.x for a more professional project? I can't use control/z to undo things, tab to go to the next area... It's a bit unusual, but I feel I could get used to it. Are there no shortcuts for 4.x?

The undo and redo hotkeys have always been buggy for me in 3.4. But it's not just Godot and it stretches between machines, so I never questioned it. They work normally for you?

It's alpha software. Lots of stuff is broken.

It's going now, mostly. That was weird. Tab seems to be the only real issue atm.

Oh wow this thread is so active.

Do yall know any libraries that help with networking stuff?
Like adding chat to a game or a lobby system, dealing with latency, or anything like that?

Is it feasible to work on a multiplayer game in godot, or is it just better suited for single player

    And, yeah, this is probably THE most active thread here, from what I can see.

      Nerdzmasterz And, yeah, this is probably THE most active thread here, from what I can see.

      2,500 posts!!! And the OP was a hit and run.

        CLAYOoki Do yall know any libraries that help with networking stuff?
        Like adding chat to a game or a lobby system, dealing with latency, or anything like that?

        If you are targeting only HTML5 and are okay with peer-to-peer, then I have found using PeerJS as an embedded JavaScript library and then using the Godot JavaScript communication layer works decently. You do have to do all of the data conversion/translation from PeerJS to Godot and back though, so it is not really beginner network programming friendly. It also has some latency, but for non instant real-time games, it should work okay.
        It does that a lot of work though - I spent 3 or 4 weekends to get the initial stuff setup…

        However, if you are making a non-HTML5 game and/or want to use the more powerful Godot networking stuff, then the built-in high level networking code is the place to go 🙂
        Edit: the reason I didn’t go with the high-level networking is just I didn’t want to host my own server for my game.

        Nerdzmasterz

        Ah I was hoping for some more plug-and-play resources.
        It seems the networking will be a bit of its own project.

        Edit: Does anyone know any open-sourced projects that handle all the annoying cases like cheating, multiple servers, and etc?

          CLAYOoki I recall a similar conversation on this. The big answer I got was no. I can see from experience that pirates and hackers are dealt with in various ways.

          You could try to keep all of the information on a server, or use a password, but neither of those methods are fool-proof. The server would probably be the best option, if one can afford it.

            In my class Box I have this:

            func setPopMessage(message : String = "Pop!"):
            	_popMessage = message

            but where I initialize my Box I'm not getting any auto-complete suggestions for the input:

            	var box : Box = createBox(0,0,0)
            	box.setPopMessage(NO SUGGESTIONS??? what am I doin wrong?)

            Am I missing something?

            There is nothing to suggest. message is a String, it can be anything you want to type in. The Pop! is just a default parameter that is assigned if the method call is empty.

              I've never heard of that, and I doubt it is useful for anything (considering I've never heard of it). JPG and PNG are already more than fine. In any case, GPUs use their own texture compression, so the file format you use (like JPG) is only for getting it into the editor. Once your game is running on your computer or on a phone, the GPU uses it's own optimized format so it doesn't actually matter.