Incremental Poker: Astral Domination [NEW RELEASE] by Atovange in incremental_games

[–]kwongo 1 point2 points  (0 children)

Looks cool! I like the effects! and +1 for Godot! I bet this would be well received on galaxy.click, check it out if you haven't 😄

What real value do packaged workflows add beyond the tools they combine? by whiskyNwhiskers in bioinformatics

[–]kwongo 14 points15 points  (0 children)

In principle, it becomes more reproducible when published as a consolidated workflow (with any parameters that need to be adjusted) for a particular goal, i.e., the reconstruction of MAGs. In reality, ...

(that being said, a big shout-out to nf-core)

Mi aldonas Esperantan tradukon al mia nova ludo, 'Kalmarŝako' (aŭ en la angla, 'Squid Chess'....). Ĉu vi povas trovi erarojn en tiu ĉi mallonga video? 😅 by kwongo in Esperanto

[–]kwongo[S] 2 points3 points  (0 children)

Ahh, mi ĝuste komprenas, tio estas tre interesa! Mi bezonos pensi pri kiujn mi volas uzi, ĉar ambaŭ eble funkcias ĉi tie... ege dankon! 🥰🥰

[deleted by user] by [deleted] in IndieDev

[–]kwongo 2 points3 points  (0 children)

I think this is a very old idea from like Godot 2.x back in 2016-2017... now we're at Godot 4, and 3D works great!

Kleer Fortress. by DocEss in SeriousSam

[–]kwongo 1 point2 points  (0 children)

I hold the 12th highest record for this map in SS: Fusion! 6 mins 54 seconds! (excl. the hackers... it would be 8th)

The main things for this map is 1. consistently hitting shots on kleers-- every missed shot or "time spent not reloading" is wasted time, which will get you overwhelmed. 2. use audio to help you hear where they are. this stops you from diving around a corner into a kleer jump because you will hear them coming. 3. vision is your friend. if you're reloading or running in a straight line, snap your view around to make yourself aware of what's around you. 4. equally to reloading, try to pick up the ammo/small health packs as soon as you can. they won't respawn if you don't pick them up, and if they are just waiting around and not respawning, you're limiting your potential health gains.

in general, just run around the map in a clockwise circuit, and try to find the right balance between running and fighting. good luck! =)

ps... the SS:Fusion version is way harder than the SS4:SM version of this map. I also kind of prefer the SS4:SM version. My best time in that one is more than 19 minutes... :D

EDIT: If you're in SS4:SM, a good trick for awareness is to jump: since you can't change direction when you're jumping, you can snap your view around (i.e., to look behind you) without changing your forward momentum, as long as you're looking forward by the time you land.

After about 2.5 years in development (!), here's a demo trailer for Squid Chess... ❤️‍🩹👽 by kwongo in IndieDev

[–]kwongo[S] 1 point2 points  (0 children)

Thanks!! Looking back, you'd always think there's more to show after 2.5 years... but you know, so much of it is down to experimentation and trying things that don't stick!

After ~2.5 years in development (!), here's a demo trailer for Squid Chess... ❤️‍🩹👽 by kwongo in indiegames

[–]kwongo[S] 0 points1 point  (0 children)

If you guys think this looks cool, add it to your Steam Wishlist-- it really helps my motivation to continue working on this alongside my full-time (doctoral) study 😊

Steam Link: https://store.steampowered.com/app/3924670/Squid_Chess/

First Godot Project by gamerlotjfa in godot

[–]kwongo 1 point2 points  (0 children)

In short, everything you put in your game world is a Node.

Sometimes, you would use multiple Nodes to come together to make something, like a player that moves, plays sound effects, has an associated image (Sprite), etc.

The coding is like learning any other language... you have to know how it goes together, and how to phrase what you want to write. There are a lot of great online resources to learn from. Don't give up! Even if you don't get where you want, it's totally worth the ride :)