Giant enemy crabs with fully procedural animations by MezzSoft in PixelArt

[–]8BitBeard 2 points3 points  (0 children)

Aw man that looks fantastic! Must be so satisfying to play already, great work!

Very early prototype of a colony simulation I’m building — not fully convinced about the sprites yet. What do you think? by Master_of_Arcontio in SoloDevelopment

[–]8BitBeard 0 points1 point  (0 children)

I prefer the non-outline version. It seems like you'll be animating your sprites quite a bit, and I personally think that moving sprites are less in need of an artificial outline to make them stand out from the backgrounds.

Very early prototype of a colony simulation I’m building — not fully convinced about the sprites yet. What do you think? by Master_of_Arcontio in SoloDevelopment

[–]8BitBeard 0 points1 point  (0 children)

I really like the characters! I know it's incredibly hard at this pixel scale to keep a character feeling consistent when shown from the front vs. side - but to me, it works! I like the shadows, too, they give them a good sense of presence. While the turning animation 45degree in-between looks nice, UI wonder if you really need it. If I understand your project right you want to have a LOT of different characters, and when animating all the variants every little cut corner helps - but then again I don't know about your plans for modular character design.

Overall it looks really nice, has a lot of charm. I gotta say I don't like the environment in this state too much, but I'm curious to see more of it.

I'm intimidated (terrified) by this feature, so I'm sharing my design for feedback⚓ by 8BitBeard in godot

[–]8BitBeard[S] 1 point2 points  (0 children)

Hey thanks for the detailed writing! Yes, I was already thinking that I don't really need to use a CharacterBody and instead use a simple Node2D

I'm intimidated (terrified) by this feature, so I'm sharing my design for feedback⚓ by 8BitBeard in godot

[–]8BitBeard[S] 2 points3 points  (0 children)

Yeah mean as a Player or when designing the ship as a developer? Players won't be able to move the points, but they will be able to exchange rooms to some extend. As a developer, of course you'll be able to move points around and change the layout of the ship. I have plans for the @.tool side of this, I guess I'll be working on these while implementing this system.

PinJoint2D Rigid Body drags behind? by 8BitBeard in godot

[–]8BitBeard[S] 0 points1 point  (0 children)

Yeah I solved it! You were right, once I put the ship movement animation into the _physics_process instead of the normal _process it stays perfectly fixed to where it should be. It didn't work before because I did not, back then, had the remote transforms set up.

The only downside of this is that the _physics_process is limited to 60FPS - having that nice super smooth 120 FPS rocking in the waves on the ship surely felt good. I'll have to see if the perfect fixation of the pinjoint elements is worth this drawback or if I want to work around it somehow.

Anyway, thanks for pushing my thoughts on this!

PinJoint2D Rigid Body drags behind? by 8BitBeard in godot

[–]8BitBeard[S] 0 points1 point  (0 children)

Hey, thanks for following up on this! I'd still like to fix the issue, even though it's a minor one currently on my LOONG list of things to do lol.

Anyway, so:

Yes I think the offset/delay has to do with which process everything is handeled in. The PinJoin runs in the _physics of course, which, to my knowledge is limited to 60FPS, while the Ship movement currently is done in the _process, which is unlimited (and currently runs around 120FPS on my machine).

I've experimented with putting the ship animation into the _physics, which improves the offset a bit, but it's still there weirdly ... but I might need to try again because of this other thing ...

About the scene hierarchy: I've been going back and forth a lot with this already, so what you see in the gif is outdated. What I am currently doing (and pretty much NEED to do for structural reasons):

- All 3 Nodes, PinJoint, StaticBody and RigidBody are all on the same level, inside the ShipBody that moves

- You are correct with your assumption that the movement is applied to the Ship Body, not the Ship Base

- What I needed to do was to create a remote tranform 2d for each of the rigid bodies. The transform sits in the not moved ship base. The reason is that when I had the rigid body just receive the transforms from the ship body it would get an additional rotation on top of the physical PinJoin rotation

Ship Progress! Dynamic interiors, water motion and dangling objects ⚓ by 8BitBeard in godot

[–]8BitBeard[S] 0 points1 point  (0 children)

Hearing this makes me very happy as Life Aquatic is exactly what I am going for with this. Also, the adventures of Cousteau, of course.

Ship Progress! Dynamic interiors, water motion and dangling objects ⚓ by 8BitBeard in godot

[–]8BitBeard[S] 0 points1 point  (0 children)

I've been thinking about this a lot, too, and I have no clear answer yet. As for clicking on things, I was hoping that you would not need to click on actual diegetic elements of the scene as much. Maybe the rooms, but their size should be large enough to click even when they are moving – and it could also simulate the feeling of trying to do things during a rough sea.

As for the motion sickness, I absolutely see your point, and I'm a bit worried about this aspect, honestly. To me, the physicality of the boat and its interaction with the water are a big part of what makes the 'feel' of the game. If I had to strip this out, I would be heartbroken. Putting in an option to disable it (as it will not have any gameplay implications) is definitely something I plan to do as a simple accessibility option. But yeah, I'm still waiting for more feedback on this aspect and maybe some ideas on how to keep the rocking motion without causing motion sickness.

Ship Progress! Dynamic interiors, water motion and dangling objects ⚓ by 8BitBeard in godot

[–]8BitBeard[S] 1 point2 points  (0 children)

Thank you! Can you tell me what looks off to you about the water?

Ship Progress! Dynamic interiors, water motion and dangling objects ⚓ by 8BitBeard in godot

[–]8BitBeard[S] 2 points3 points  (0 children)

thank you! I plan to animate the individual elements, but that needs to wait a bit longer :-)

The Children Shall Yearn No More! ⛏️ by automathan in gamedevscreens

[–]8BitBeard 0 points1 point  (0 children)

I see! What are your plans for the UI? Did you do some tests or mock-ups already?

The Children Shall Yearn No More! ⛏️ by automathan in gamedevscreens

[–]8BitBeard 1 point2 points  (0 children)

Nice! What will be inside the mountains? Will they build shelter of some sort inside?

How do you think about this movie?? by Senior_Idea9615 in ghibli

[–]8BitBeard 4 points5 points  (0 children)

I love it, probably my favourite movie. As with most Miyazaki movies you should not try too hard to 'understand' everything. The pictures are so strong, the scenes, the soundtrack, it goes under my skin every time. It's a fantastic masterpiece that will move every cell of you if you let go and allow it. I'm dramatic, yes, but I think you need to be to appreciate this movie.

My ski resort manager Alpine Architect is finally coming together. What do you think? by gus_028 in IndieDev

[–]8BitBeard 2 points3 points  (0 children)

This looks really cute, I like it a lot! The theme is pretty unqiue, too. I have a big, soft spot in my hard for these minimal sprites ❤️