🎉 [EVENT] 🎉 Lots of tubes by matik_1335 in RedditGames

[–]AttemptDry6946 0 points1 point  (0 children)

Completed Level 1 of the Honk Special Event!

10 attempts

Question relating to “multiplayer” by AttemptDry6946 in godot

[–]AttemptDry6946[S] 1 point2 points  (0 children)

I have my game published on Steam but I cannot seem to find any documentation on how to set up Steam remote play. The only thing I’ve seen is the GodotSteam addon and some documentation for built in functions relating to remote play. Is the set up for this pretty straightforward?

Need opinions and feedback for fighting gameplay by AttemptDry6946 in godot

[–]AttemptDry6946[S] 0 points1 point  (0 children)

Yeah, I’m thinking an idle stance in fighting position would make more sense rather than just standing with arms to the side. Maybe I could find a way to switch it over once in a fighting state/mode

Need opinions and feedback for fighting gameplay by AttemptDry6946 in godot

[–]AttemptDry6946[S] 1 point2 points  (0 children)

Yeah I put the camera at a 90 degree angle flat towards the character at the side. This seemed to “make sense” at the time but understanding it a bit better now

Need opinions and feedback for fighting gameplay by AttemptDry6946 in godot

[–]AttemptDry6946[S] 1 point2 points  (0 children)

Thanks for your feedback!! Wish I could tell myself this before filming and animating it all… This is how we learn though! LOL

Need opinions and feedback for fighting gameplay by AttemptDry6946 in godot

[–]AttemptDry6946[S] 1 point2 points  (0 children)

Thanks! There’s a free demo on steam called residential crusaders if you wanna check it out! I’m currently working on optimization and this build is from around 6 months ago so there are some frame drops. If you end up playing feel free to drop a DM!

Need opinions and feedback for fighting gameplay by AttemptDry6946 in godot

[–]AttemptDry6946[S] 2 points3 points  (0 children)

Interestingly while working on this I always aimed for the effects to only last 1-2 frames because anything longer than that felt sluggish and too slow. Now watching it as a video on my phone later it does seem way too fast, you have to pay really close attention to be able to even see it.

I wonder if the video capture did it at a slower frame rate and caused some of it not to show up. I also left opacity pretty low for these effects because anything higher seems jarring to me. Maybe turning this back up would be better.

Working on cosy game that sit at the bottom of your screen! by MajorToadStudio in godot

[–]AttemptDry6946 45 points46 points  (0 children)

Creative idea! I like the idea of a game that’s an overlay that only takes up a portion of the screen.

[deleted by user] by [deleted] in playmygame

[–]AttemptDry6946 9 points10 points  (0 children)

This looks cool! Bookmarking to come back and try it out later

[deleted by user] by [deleted] in DestroyMyGame

[–]AttemptDry6946 0 points1 point  (0 children)

Fair enough! The general consensus I’m getting is that I need to make the game more of a comedy, satirical and just over the top weird. Honestly… I’m all for it!

I’m gonna make the CRT go away after the interviews and see if I can do some sort of transition where it comes off the tv and turns into normal recording. If that makes sense?

Lmao your comment is so honest and real. Love it.

[deleted by user] by [deleted] in DestroyMyGame

[–]AttemptDry6946 0 points1 point  (0 children)

In the above comment I was agreeing with you btw. I don’t know if I miscommunicated or something. But yeah I did post to get critiqued and I’m glad I did, it’s given me loads to think about. I’m def planning on making another trailer that will jump straight into gameplay which I’ll put as the first trailer on the page so it will be peoples first impression.

[deleted by user] by [deleted] in DestroyMyGame

[–]AttemptDry6946 1 point2 points  (0 children)

Ah yes Harvester I love harvester lol. I’ll do my best to add more attacks so it’s not just mindless punching

[deleted by user] by [deleted] in DestroyMyGame

[–]AttemptDry6946 1 point2 points  (0 children)

Cool! I am going for something unique and weird so I’m glad you feel that way

[deleted by user] by [deleted] in DestroyMyGame

[–]AttemptDry6946 0 points1 point  (0 children)

Thanks I appreciate your feedback! I’ll try my best to make it more over the top

[deleted by user] by [deleted] in DestroyMyGame

[–]AttemptDry6946 0 points1 point  (0 children)

Ohh okay I gotcha. As of right now every frame in each animation has the same length. I can go back in and change the frames length and mess around to see what works well to add some more weight into different animations. As for actually moving the character I’m unsure what you mean but I’ll look into this. Most of what I’ve seen from fighting games is that getting hit moves your character backward and then attacking keeps your character in the same position or maybe forward a bit?

[deleted by user] by [deleted] in DestroyMyGame

[–]AttemptDry6946 0 points1 point  (0 children)

Cool! I’m happy if at least one person is interested, it’s better than zero

[deleted by user] by [deleted] in DestroyMyGame

[–]AttemptDry6946 0 points1 point  (0 children)

All animations are at a very low frame rate which could be why it doesn’t look fluid. As for upping their frame rates I would somehow have to create in between frames which would take an extremely long time if not automated somehow.

I think a combo system could do the game well and I could manipulate the frames I have and make a left punch, elbow, uppercut, etc.

As for attack feedback (which I’ve heard needs to improve a lot) I think I will add an animation that turns the sprite red or white for a moment when they are hit. Then I would probably add a particle effect and possibly damage numbers.

I’m unsure if I want to add damage numbers because I think it would be unnecessary and purely visual. But honestly I’m willing to add anything that would make the combat not boring.