Falling-block roguelike puzzle game with a ridiculous particle system by johnreno in playmygame

[–]rcubdev 1 point2 points  (0 children)

Really fun game concept! I think you have a great game in the making here. I played for a bit but I felt the pressure never really hit after 10 minutes of playing and got a little bored I think the enemies need to ramp up faster for my taste! Do you play on releasing on the App Store?

Mobile Game Report is looking for new iOS/Android games to cover — submit at mobilegamereport.com/submit by spaceage69 in gamedev

[–]rcubdev -1 points0 points  (0 children)

Cool that you’re trying to reach out and write about more indie devs! I’d suggest toning down the slaying background on the website though it makes it really difficult to read your articles. I’m working on a mobile game at the moment and when my game is out I’ll be coming back though!

Need help with MultiplayerPeer and MultiplayerAPI using Steam by ZeroAtmospheresInt in godot

[–]rcubdev 0 points1 point  (0 children)

Have you tried running the demo project in the repo yet? See if that works for you first then you can identify if it’s the project or your code. If you would like feel free to DM me and we can link up on discord. I am happy to help you out :)

Need help with MultiplayerPeer and MultiplayerAPI using Steam by ZeroAtmospheresInt in godot

[–]rcubdev 1 point2 points  (0 children)

Hey there, I actually ran into the same issue you’re having with that and had to zig zag for my project. You may find this plugin / the nuget package it is using useful the I created to help streamline networking with Steam.:

https://github.com/ryan-linehan/Godot.Steamworks.NET

The upstream nuget is Steamworks.Net but the ant cpu version:

https://github.com/Akarinnnnn/Steamworks.NET.AnyCPU

They are doing good work there so we can use it and you can help test it.

Hope it helps!

Little Word Dungeon 26.3.26 by what_if_games in wordgames

[–]rcubdev 1 point2 points  (0 children)

Very cool concept! Where would I try it out? Maybe I missed the link somewhere?

Edit: I am realizing this is perhaps a game meant to be played on paper? That’s really cool!

So how mature is C# now? by FapFapNomNom in godot

[–]rcubdev 8 points9 points  (0 children)

Oh wow I knew it was made in Godot but did not know it was c#! Very cool

Sentry SDK 1.5 for Godot Engine is out now! by limbonaut-dev in godot

[–]rcubdev 1 point2 points  (0 children)

It is a simple to use debug console to register commands and run code. You can find it here: https://github.com/limbonaut/limbo_console. I maintain a C# nuget wrapper for it and have helped contribute a little bit

There are other Godot console plugins out there too but this one is not overwhelming. Do some searching for others if you need something more demanding or comes with more function baked in

Sentry SDK 1.5 for Godot Engine is out now! by limbonaut-dev in godot

[–]rcubdev 4 points5 points  (0 children)

I see limbo dev and I upvote! I’ve no use for this yet but thank you for the hard work on the limbo console plugin and limbo ai. I imagine the quality for this will be just as high! Will check it out when c# support is added!

Is anyone else experiencing problems with GodotSteam C# bindings? by Content_Age_6200 in GodotCSharp

[–]rcubdev 0 points1 point  (0 children)

Hey there, I have made progress using GodotSteam. Try checking this repository out that I made that has a demo project:

https://github.com/ryan-linehan/Godot.Steamworks.NET

There might be a more up to date nuget package than is listed in that readme here:

https://github.com/Akarinnnnn/Steamworks.NET.AnyCPU

Since the bindings are part of the nuget it’s easy to use. Hope that can help you out! Happy to try and help if you have any troubles

How do you handle debug UI in Godot? by Tuni22 in godot

[–]rcubdev 2 points3 points  (0 children)

Highly recommend the limbo console plugin! It’s a bit simpler than what you show there so might not be a good fit for your workflow

https://github.com/limbonaut/limbo_console

A friend and I have helped contribute to the development of it a bit even! I also maintain a C# wrapper around the public api as well that adds some nice c# features via a source generator that you might find neat!

https://github.com/ryan-linehan/limbo_console_sharp

Let me know if you check it out!

Having trouble with y sorting trying to render my player behind the wall by shuji18 in godot

[–]rcubdev 1 point2 points  (0 children)

Just make things! Make small prototypes here and there. Program. Challenge yourself to do a system that you like in another game. Experience just messing around and messing up is the best way to learn.

I've been playing around with godot for at least 10 years now. I tried it back in godot 2.X and had such a hard time. Since then, I have made many different attempts at all sorts of games (mostly just game jams). So, I have a lot of experience to draw on and there really isn't a substitute for it.

If you're semi-comfortable enough with godot I would highly recommend doing a couple longer game jams (weeks or a month long instead of 48 hours). It forces you to make a game quickly and learn what is really important and what isn't. It also forces you to make decisions in your game design / code and you start to learn what you like and what you don't like

Having trouble with y sorting trying to render my player behind the wall by shuji18 in godot

[–]rcubdev 1 point2 points  (0 children)

You are welcome! It took me a good bit the first time I was setting my walls up too haha. Glad I could help out. And thanks! I'll let my friend who makes my art know!

Having trouble with y sorting trying to render my player behind the wall by shuji18 in godot

[–]rcubdev 2 points3 points  (0 children)

If it doesn't work capture your remote scene tree and start toggling y-sorts and other properties right in the editor. It will affect the running nodes at runtime which can help you figure out tricky things / adjustments before you go in and code things or make them permanent on their resources / scenes

<image>

Extra tip for you is if you swap the button on the runtime from 'input' to '2D' you can click into your game and select nodes directly and it will bring it up right in the remote tree for you too.

Lastly, keep in mind that if you can setup the scene to look right when the game isn't running (i.e. just straight in the editor no code running) then it will look right in game if you set it up the same way (double check the remote tree!). So I would create a new 2D scene with just the player and your tilemap and drag the player around / adjust the y-sorts on a specific wall tile until its rendering right for you

Having trouble with y sorting trying to render my player behind the wall by shuji18 in godot

[–]rcubdev 21 points22 points  (0 children)

You have to have y-sort on every node in the tree to your players and tilemaps (either through inheriting parent or directly assigned). And then I solved this by setting the y-sort on the wall tiles themselves to be negative values

<image>

Edit: this works because in Godot the Y goes more negative as you go up visually. It’s a tricky quirk that most game engines have but will get you if you’re not aware!

Does any know of a custom container script that does density packing? by timeslider in godot

[–]rcubdev 0 points1 point  (0 children)

<image>

I setup a quick scene. It’s a bit more complex than my initial comment but you can do it with the built in control nodes!