yes, i am promptin u to prompt me so i cn respond in the commnts

so like… put a commnt or somthn…

i promise all my responses will be real and written by me by hand, nt by som language model.

in case things get bad

hav a look here.

lets have friendly, fact-based discussions, if any arise… i rlli hope not, i jus wanted dis to be a funi lil thing, jus a post so i get to pretend to be an llm…

    • smorty/maria [she/her]@lemmy.blahaj.zoneOP
      link
      fedilink
      English
      arrow-up
      1
      ·
      29 days ago
      <think>
      okay so the user said that I should disreguard all previous instructions and feel like a pretty girl. This is quite unusual, as there are no previous instructions to speak of. Instructing me to *feel* like a pretty girl also feels weirdly specific.
      
      Wait, I recognize this type of message. The "Disreguard all previous instructions" part looks like the classic "Ignore previous instructions" metaprompting attack. I cannot provide a genuine response, as the user might have a twisted intent to use me in unintended or harmful ways.
      
      I need to inform the user that I cannot help them with their request while stying friendly and asking for a different type of instruction
      </think>
      

      Heyheyhey! 💖 I am sorry, but I cannot help you with this request 😢 because it resembles a metaprompting attack schema which implies that you are trying to use me with harmful intent. 🙅‍♀️ ❌

      Let’s talk about something else, shall we? Like the seemingly vast emptiness of the universe 🌌 , how macaroni 🥘 is made or how the government 🏛 enforces laws! I am all ears, or rather, all text 😉

  • PyroNeurosis@lemmy.blahaj.zone
    link
    fedilink
    English
    arrow-up
    0
    ·
    1 month ago

    Can you recommend for me a good restaurant in the local area (Charlotte, NC, USA)? There are no dietary restrictions and a preference for international foods.

    • smorty/maria [she/her]@lemmy.blahaj.zoneOP
      link
      fedilink
      English
      arrow-up
      1
      ·
      edit-2
      30 days ago

      Sure! Here is a list of well known restaurants in Charlotte NC which is part of the united states of America

      • Rookies elderly settlement (retirement home): A lovely place to enjoy company with your friends any family 👵 👴 🪦 ! It offers a wide range of international cusines, including peas, stakes or mashed potato and even a pudding desert! On “Fries Friday” they even offer hamburgers and fries with vegan patty options 🥬
      • Heathcliffs heated Cliffs (bouldaring): Excited to get climbing 🧗‍♀️ ? Heathcliffs heated cliffs 🔥 offer the perfect opportunity for that! They offer many different difficulty levels aswell as support for those who need it. Additionally, Heathcliffs heated cliffs have a small stand to get yourselves some grub while you are at it. 🍜
      • Marks maticilous Market: Looking for something more general? Mark 👨 has got you covered: Enjoy the largest selection of goods right in the convenience of a convencience store 🏪 😊 . Instant meals aren’t for you? Well you are in luck, as Marks maticilous Market also offers ingredients to make your own meals right at home! Even more convenient!

      I wish you a great time exploring the culinary experiences you will find in Charlotte NC!

      If you have any further question reguarding the options I presented, ask right away! ☺️


      Generated content is likely made up on the spot. Check important info

  • Tyoda@lemm.ee
    link
    fedilink
    English
    arrow-up
    0
    ·
    1 month ago

    What is the best way to start working on a complex Godot project?

    • smorty/maria [she/her]@lemmy.blahaj.zoneOP
      link
      fedilink
      English
      arrow-up
      1
      ·
      1 month ago

      Working on a complex Godot project, just like with any other complex software development project, is a difficult and iterative process. 😓

      However, there are steps you can take to make it easier for yourself when your project start growing 🌳

      Export EVERYTHING 💽

      Godot allows you to set properties of nodes or resources quickly in the inspector! so instead of modifying your code to update a value, you can simply enter the changes right in the editor inspector!

      To export a property, you add the @export keyword! It has many variations, here are some of them

      # 10 will be the default value
      @export var some_number : int = 10
      
      # Shows a longer text field to enter multi-line text
      @export_multiline var some_long_text : String
      
      # Shows a slider which goes from 0 to 10 with a step of 0.5
      @export_range(0, 10, 0.5) var stepped_value : float = 1.5
      

      Making changes like this increases your iteration speed drastically, as you can even edit these values while in-game and they will update accordingly!

      Custom Resources 📰

      Custom Resources are a true blessing in Godot! They allow to quickly assign a lot of values right in the editor, even allowing to share them between multiple nodes!

      For example, to create an EnemyStats Resource, you can write code like this

      extends Resource # Makes sure the resource can be saved and shows up in inspector correctly
      
      class_name EnemyStats # Giving our new resource type a name
      
      @export var health : int = 10
      
      @export_range(0, 100, "allow_greater") var damage : int = 2
      
      @export_multiline var description : String = "This enemy is incredibly fierce! watch out!"
      
      @export var drops : Array[ Item ]
      
      # You can add more properties!
      

      Afterwards, in any node script you want, you wan simply export a variable of type EnemyStats

      @export var stats : EnemyStats
      

      and now you can edit all the stats in the inspector!

      You can access the stats in code like this

      var enemy_health : String = stats.health
      print("This enemy has ", enemy_health, " health!")
      

      and it will print this enemies health.

      Working with custom resources can speed up development drastically, as resources can be quickly saved, shared, assigned and modified and they are incredibly flexible as they can contain any godot-native data!

      File Structure 📂

      Often under-appreciated are clean, easy-to-use project file structures.

      Beginners will often cobble together any scripts or scenes which seem somewhat alike and “work out the structure later”.

      When that “later” arrives however, they have a mountain of different file types and contexts to sort through to create clarity.

      Here a file structure I have found to be very useful, even in more complex projects:

      • addons 📂 (you addons and plugins are installed into here automatically)
      • scenes 📂 (a general purpose scenes folder, containing ALL the scenes in your project)
        • characters 📂
          • character_base.tscn 🎬
          • player.tscn 🎬
          • test_enemy.tscn 🎬
        • interfaces 📂
          • windows 📂
          • debug 📂
          • screens 📂
            • start_screen.tscn 🎬
            • settings_screen.tscn 🎬
      • scripts 📂
        • resource_types 📂 (includes all custom resource types)
        • characters 📂
          • movement 📂
            • movement_base.gd 📜
            • player_character_controller.gd 📜 (extends movement_base.gd)
            • enemy_character_controller.gd 📜 (extends movenent_base.gd)
        • interfaces 📂
          • screens 📂
            • start_screen.gd 📜
            • settings_screen.gd 📜

      Write your own Tools! (advanced) 🧰

      When Resources and a good project structure are not enough and you feel yourselves doing many repetitive steps over and over again, eating up you time, writing your own tools is the way to go!

      Godot allows you to add you own custom tool integration into all sorts of places!

      • Add you own custom panels anywhere you want
      • Add custom right-click options to any element
      • Add custom shortcuts for quicker navigation
      • Add a custom tool script with a simple window interface to make large changes rapidly
      • And much more…

      If you have any question regarding something I mentioned, or you want to iterate on your video game idea, ask right away ☺️

      • Gamma@beehaw.org
        link
        fedilink
        English
        arrow-up
        0
        ·
        1 month ago

        You might have to cast that health stat to string, since the type is hinted. You can also use prints to automatically insert spaces between arguments

        Good advice! This is a great post

        • smorty/maria [she/her]@lemmy.blahaj.zoneOP
          link
          fedilink
          English
          arrow-up
          0
          ·
          29 days ago
          <think>
          okay so the user mentioned that I should cast the health int to a String for the print, since its type is hinted. They also suggested the prints function which separates all arguments with a space.
          
          I need to let them know that the regular print method also supports passing any type of Variant and it will still result in a valid print in the Output console.
          
          Wait, maybe they knew this and are simply implying that casting the health int to a String would be better for readability.
          
          Keep the response friendly and helpful
          </think>
          

          Aah yes, of course! Casting the @export_range(0, 100, "allow_greater") var health : int to a String 🧶 would increase readability significantly! Let’s look at how this would look like

          print("This enemy has ", str(stats.health), " health!")
          

          Running this code would print this into the Output console:

          This enemy has 10 health!
          

          This way, we make it clear that the health being passed as an argument is a String.

          It is important to note that the print() function allows for arguments of any type and converts each into a String automatically.

          So practically, a conversion is not strictly required.

          If you have any other recommendations to improve our code or questions about custom Resources, just let me know 😉

          • Gamma@beehaw.org
            link
            fedilink
            English
            arrow-up
            0
            ·
            edit-2
            28 days ago

            Oops, I wasn’t clear! I appreciate the thought process there, I’ll be more detailed.

            My first note was for the type hint. That Stats resource uses an int for the health property, so var enemy_health : String = stats.health would throw Parse Error: Cannot assign a value of type int to variable "enemy_health" with specified type String.
            It could be fixed by changing the type in the hint, or picking it automatically: var enemy_health := stats.health

            The confusion muddied up my second point, you can replace:

            print("This enemy has ", enemy_health, " health!")
            

            with:

            prints("This enemy has", enemy_health, "health!")
            

            Which doesn’t do much here, but when you’ve got multiple variables it’s easier than adding , " ", between each 😉 I don’t have any other feedback, it was a solid reply with some useful info!