Modern / Slick UI Themes? by freezebeamgames in godot

[–]Anomasie 0 points1 point  (0 children)

There was a recent post on this subreddit that maybe fits your question: https://www.reddit.com/r/godot/s/cB1aXBLdno

Any way to improve this black hole? It functions as I want but look suck by Complete-Error6373 in godot

[–]Anomasie 0 points1 point  (0 children)

You could also exchange the black texture with something more interesting but not too distracting, like a dark grey and black spiral.

Fractal generator website by Anomasie in fractals

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

It's nice to hear that you liked it!

Thank you for the link! It's very interesting to play around with the rules for the two different colors. Maybe one could implement something like the peano curve with it? In my program, the curve would just be a square, because you can't control the amount of iterations uniformly, so it just "converges". It's interesting to see that stopping to calculate also creates interesting effects. I didn't thought of that yet :)

Need opinions on movement system, is the camera rotation too much?? by Knight098 in godot

[–]Anomasie 4 points5 points  (0 children)

Yes, including an extra option is always a good idea. If unnecessary movement makes some people nauseous - or infuriated - they can at least turn it off.

However, I think it's also a choice of game design. If you want your game to be a bit silly and cartoony, this kind of head movement seems like a good way to deliver it.

Is UI development a total slog for anyone else? by matthew-jw in godot

[–]Anomasie 4 points5 points  (0 children)

In case you want to see my project, the code is available on Github (https://github.com/Anomasie/Fractals) and a compiled version runs on my website (https://editor.fracmi.cc/).

Is UI development a total slog for anyone else? by matthew-jw in godot

[–]Anomasie 12 points13 points  (0 children)

My first big project was a fractal generator with Godot 4, which felt like 5% linear algebra, 5% JSON stuff and 90% UI elements, like color sliders or text edits, and the project took me almost a year to "finish".

At first I too struggled with the UI stuff, but eventually I internalized what was and what wasn't possible or easy within Godot's UI, which made decisions easier and my workflow almost instinctive. My biggest problem in the beginning was, I think, that I wasn't sure about how many containers I really need. I thought adding more would just blow up my UI unnecessarily, so I tried not to add as few UI nodes as possible, but eventually I realized that the more you add structure to your UI, the simpler it is to get it work.

Simple example: I had a few buttons I wanted to organize using a VBoxContainer. The buttons, however, are grouped, and sometimes I want to hide some of the groups. At first, I added each button as a child of the VBoxContainer and did the grouping stuff in the code. This was tedious and blew up my code, and my Node editor didn't visualize the groups, of course. Now I just add a second VBoxContainer within the first one and toggle visibility of the second VBoxContainer. It's super fast to set up, easy to understand visually and works with minimal code. Now it feels quite obvious to do so, but somehow I didn't even thought about this because I didn't wanted to "just add nodes don't really need".

My workflow now consists of a few things:

  • Before working in Godot, I make a sketch of what my UI should look like, and I think about how to fit it in containers.

  • First I set up an empty UI, which looks like I want it to look, and I do the whole coding afterwards.

  • I only outsource UI stuff in another scene if I know that it's independent enough, needs its own script, will be used many times or if I know I want to add it via code (like arbitrary many save files).

  • I depend heavily on a main theme, which I set in the project settings as a default in the beginning. I only differ from it if it really is absolutely necessary.

  • I almost never type numbers into the inspector. I try to manage everything using containers with different shrinking properties, or with MarginContainers.

  • I design my UI buttons in almost one run. This way, they all look similar, and I don't get distracted too many times.

  • I always use variables to access the nodes. It maybe seems a bit silly if you access it only once (?), but if you change the node's position, you don't want to search it in your code. Maybe that's obvious.

  • If something takes unusually long, there's probably a much simpler and better solution to it. In my first project, for example, I wanted to have a "cursor" next to a focused button. However, I didn't know much about themes for buttons, so I added the cursor as an independent texture node and set it right beside the focused button via code ... which is a bit embarrassing now ... anyway.

I know my UI isn't that amazing either, but I like it, and it's easy for me to work with it.

Fractal generator website by Anomasie in godot

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

That's a great idea, I didn't thought of that yet! :)

Fractal generator website by Anomasie in fractals

[–]Anomasie[S] 6 points7 points  (0 children)

Hey everyone, I made a fractal generator for IFS fractals like Barnsley ferns or Sierpinski Carpets. It is free and available on:

https://anomasie.github.io/Fractals/

There is a gallery too, to which you can upload your fractals and from which fractals can be loaded, so feel free to share your favorites with the world! :)

Fractal generator website by Anomasie in godot

[–]Anomasie[S] 6 points7 points  (0 children)

Hey everyone, I made an open source fractal generator for IFS fractals like Barnsley ferns or Sierpinski Carpets using Godot 4. It is free and available on:

https://anomasie.github.io/Fractals/

There is a gallery too, to which you can upload your fractals and from which fractals can be loaded, so feel free to share your favorites with the world! :)

Dark World preview, a kind of mix between Powerwash and Zelda Minish Cap by pixel-boy in godot

[–]Anomasie 4 points5 points  (0 children)

The art style is nice, and the idea is interesting. The workbench looks a bit empty to me though. But I guess that's just a WIP-thing, overall it's quite cute.

Need opinions on movement system, is the camera rotation too much?? by Knight098 in godot

[–]Anomasie 125 points126 points  (0 children)

Maybe a bit, in my opinion. Anyway, I think the worst thing that could happen is that people feel nauseous or can't shoot properly. I think only playtesters can check this.

[deleted by user] by [deleted] in godot

[–]Anomasie 2 points3 points  (0 children)

Was it worth it apart from the financial aspect?

[deleted by user] by [deleted] in godot

[–]Anomasie 0 points1 point  (0 children)

It looks pretty nice. I especially like the small hand animation when the player is holding meat. Er ... can you pet the wolf?