Just wrote some code (rule)
I swear its not for something lewd π . It just ended up like this due to some unfortunate naming decisions lmao.
Also if anyone can guess the programming language they'll get a cookie (πͺ) :3.
I swear its not for something lewd π . It just ended up like this due to some unfortunate naming decisions lmao.
Also if anyone can guess the programming language they'll get a cookie (πͺ) :3.
I can tell it's godot script _simply_by_the_snake_case
πͺ
It has just now occurred to me that maybe i should only have given a cookie to the first person that guessed it, ooops π .
Definitely gdscript, furthermore I'm going to guess you're making a Hotline Miami-like game
Here's your cookie πͺ
What made you guess that?
One of the only functions I could think of that would fit the name and structure is one that handles the cocking of a gun. I know that Godot is primarily for 2D games, and Hotline Miami-likes are the most common 2D shooters I've been seeing recently.
Oh wow you actually got pretty close then XD. It's not a Hotline Miami like game but the code is indeed for cocking a gun (or rather for playing the sound for it).
Don't you mean a cockie π
stream = COCK π³
cock_timer
It's the G'Doe Game Engine (GDScript)
πͺ
Thanks lol Godot developers rise up
GDScript, precisely in the Godot editor (these indentation guides are so unusual and me knowing that they exist only in Godot is a plus)
πͺ
Looks like GDScript to me. Pretty sure that's a screenshot from the Godot code editor
πͺ
Eww dynamically typed GDScript.
This post was made by the Static Typing Gang.
Is it dynamically typed tho? Its missing the return type of the function (which i left out because its only there to be called from a signal so it doesnt matter too much & because the Godot editor didn't bother adding it when it inserted the function to receive the signal).
But otherwise its already statically typed right? (
COCK
is a constant in the script that i did give a type andstream
andplay()
are part of theAudioStreamPlayer3D
node)I mean yes and no...
-> void
means the function doesn't return anything.What are you working on btw...? I assume it's some kind of shooter and cock is in reference to cocking a gun...
Nothing concrete, my dream would be being able to recreate/mimic Fistful of Frags in Godot. The reality is that i keep starting new projects trying to recreate parts of it (omitting stuff that's hard and i know nothing about yet like multiplayer, animations, modeling etc.).
This specific piece of code is from a current attempt where I'm trying to mimic the games movement and shooting closely enough to create a small shooting gallery like thing. And then use that to learn more about how to (possibly) use Blender as a map editor for it.
I love fistful of frags.
For map making you might be interested in Qodot. It's a plugin that let's you use Trenchbroom as your level editor, which while nowhere near as powerful as Blender, is super easy and straightforward to use. It's also quite similar to Hammer which Fistful of Frags definitely used.
Ayy same, kinda XD. I loved it for a long time but the updates (for a long time now) are just really odd and I feel like the game has massive potential that it just keeps not tapping into properly. Nothing else like it really exists, the closest might be Hunt: Showdown but that is also a Extraction Shooter/Battle Royal so still really different.
Ive seen it before but while it is probably easier im not sure if its a good idea. Fistful of Frags is horrendously outdated for the most part so i at least a bit want to try to modernise it. And going from blocky HL2 style maps with hammer to even blockier Quake style maps with Trenchbroom feels like a downgrade lmao. (But to be fair i haven tried it yet so i might be wrong there).
I think ill try with blender for now. E.g. enabling snapping and quad view gets blender closer to hammer in feeling already (at least from what i remember from using hammer a bit forever ago). Otherwise i hope i can make it somewhat usable using import flags on blender objects and mayb having to write a tool script in godot to replace specially named empties form blender with instances of gameplay related scenes or sth.
I havent played in years so if they added some weird stuff I have no idea about it.
As a retro shooter fanboy this is heresy.
Why did I never think of that. My level designer is gonna be so excited if I ever remember to write something like that myself.
I think this even has some direct support from Godot to automate it. The EditorScenePostImport class is supposed to be used for stuff like this i believe but im not entirely sure (i haven't tried or had to try anything like this yet never mind automate it, i just found this while looking through the documentation on 3D scene importing).
Python
python uses def for functions