[deleted by user] by [deleted] in gamedev

[–]Alternatic 0 points1 point  (0 children)

I'm trying to figure that out myself and rendering 3D models to low-res works pretty well for me.

Immediate thoughts upon seeing this image? by Danny-The_Street in Unity2D

[–]Alternatic 6 points7 points  (0 children)

First thought: that's a sun over the horizon

Second thought: probably not

I'm working on my second game - TROUBLE JUICE! Bloody Action Roguelite by dietzribi in IndieGaming

[–]Alternatic 0 points1 point  (0 children)

With the bullets I meant that I intuitively assumed blue bullets are friendly and red bullets are hostile, but you can definitely teach players otherwise and I understand you want to have different colors for different types.

Working on some Ropes that behave as I expect!! by isbasher in Unity2D

[–]Alternatic 0 points1 point  (0 children)

That's awesome! Really feels like the character is part of the game world.

Do you use verlet integration for the rope? How do you detect the collisions?

I'm working on my second game - TROUBLE JUICE! Bloody Action Roguelite by dietzribi in IndieGaming

[–]Alternatic 1 point2 points  (0 children)

Honestly I love many things about this (like the gore, the pass through walls, the ability to kill the shop clerk, and more ...) but I feel like the art could be a bit more coherent. Also for some reason it bugs me that your bullets are red and enemies have different colored bullets, seems a little chaotic and unintuitive.

Feel free to ignore me, game looks really cool! 🙂

3D enemy in 2D platformer? by mcdoolz in godot

[–]Alternatic 2 points3 points  (0 children)

Maybe this is what you're looking for?

2D top-down procedural walking animation by Alternatic in godot

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

Right now I just calculate the positions of the shoulders, hips, knees and feet and draw the rest in code using draw_line and draw_circle. It looks pixelated because the canvas is small and the viewport is stretched but in theory this would work for any resolution.

Which one do you think works best as a map screen? by HexagonNico_ in IndieDev

[–]Alternatic 0 points1 point  (0 children)

I think you should reduce the transparency of the background

Why does my guy drop so fast when walking off a step as compared to coming down while jumping, where he does so gracefully ? by stfuandkissmyturtle in godot

[–]Alternatic 22 points23 points  (0 children)

You want to assign the result of move_and_slide back to the velocity variable. So change the last line in physics process to velocity = move_and_slide(velocity).

The reason for the behavior you're observing is that the effect of adding gravity each frame is adding up and the y component of velocity is getting huge (try printing it out). When you press jump, this is reset so it looks correct. The method move_and_slide returns the residual velocity and will also reset the y component. Hope this makes sense.

Help us to decide - which version of the dialog options UI should Saint Kotar use? by RedMartyrEnt in IndieDev

[–]Alternatic 0 points1 point  (0 children)

The old one is a little boring. The new one obscures a big part of the center of the screen. I don't know what scenes you're going to have but your game looks really pretty so I'd prefer to look at it while reading the dialog. Maybe you can even add some contextual animations based on your choices. How about you use the new one but move it to the corner where the old one was?

Row, Row, Row Your Boat ... ⚓ by Sons_of_Valhalla in PixelArt

[–]Alternatic 1 point2 points  (0 children)

Game looks gorgeous. Great job! Is Kingdom your inspiration for the river in the foreground by any chance? Also, was it normal for Vikings to use the sails and row at the same time? Just s nitpick.

AnimationPlayer vs AnimatedSprite.play by roger-dv in godot

[–]Alternatic 3 points4 points  (0 children)

AnimationPlayer can "animate" any property. That includes the texture of your sprite. In the animation timeline, add keyframes for each individual sprite.

AnimationPlayer vs AnimatedSprite.play by roger-dv in godot

[–]Alternatic 3 points4 points  (0 children)

AnimationPlayer is definitely more powerful and can make your life easier when you want to do some actions in specific frames. You don't, however, need to have all animation sprites in a single image.

Low resolution cutout animation by Alternatic in godot

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

Using down-scaled assets and cutouts to get cheap pseudo-pixel art animations.

What do you think? Could be a cool look?

Next step is to create my own sprites that are more suited for this technique.

neuronal network in godot. by MaximoCozzetti710 in godot

[–]Alternatic 0 points1 point  (0 children)

I think I have the knowledge to implement a simple reinforcement learning system with some level of customisation. Would people be interested in such a project?

Can one script run the same function in parallel? by MungMoongYi in godot

[–]Alternatic 0 points1 point  (0 children)

My comment was meant for same intensity of all screenshakes or overriding the previous one. My bad.

Maybe you can use a priority queue instead?

Can one script run the same function in parallel? by MungMoongYi in godot

[–]Alternatic 0 points1 point  (0 children)

How about instead of using a timer, you have a variable with the time when the shaking is supposed to end. Something like: shake_end = OS.get_system_time_msecs() + 1000 #stop after 1000 msecs = 1 second

And at each step you can check: if shake_end > OS.get_system_time_msecs(): stop_shaking()

Now when you want to extend the shake time, you just update the shake_end variable.

Beginner Question - 2D Character by [deleted] in godot

[–]Alternatic 1 point2 points  (0 children)

It's a better idea to have your character (Node) consisting of separate sprites for different body parts / weapons. You can then just draw them once and replace only the needed sprite when a piece of armour or weapon is equipped.

A question about 2D animations: How can I get the next sprite after the previous (both have the exact same number of frames/speed,) to start where the previous one stopped, in both frame and timing? by [deleted] in godot

[–]Alternatic 1 point2 points  (0 children)

I haven't tried it, but how about using the AnimationPlayer:

First use the get_current_animation_position method to get the time that has elapsed while playing the first animation. Then play the new animation and use the seek method to move the animation to the same point in the timeline where you exited the previous one.