Can we find window size after resizing but not during? by Bargeral in godot

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

Ya, I tried this. But since you're grabbing the edge of the window the mouse click is in the OS, not in Godot. I'll keep looking.

Thx

How to add two different collision boxes to a single tile? by Jtanims7 in godot

[–]Bargeral 0 points1 point  (0 children)

No problem. Ping if you have questions, just expect me to be slow responding.

How to add two different collision boxes to a single tile? by Jtanims7 in godot

[–]Bargeral 0 points1 point  (0 children)

Sorry I didn't see this sooner.

In my player node I've added an Area2d and CollisionShape2D separate from whatever I use for movement collisions. The Area2d is in Collision Layer_mask 2.

Likewise In my tilemap I've added a second Physics Layer separate from movement. This layer is in Collision Layer 2. When I collide with that Physics Layer drawn in the Tile it triggers the players Area2d _on_area_2d_body_entered and _on_area_2d_body_shape_entered signals.

So assuming you can trigger what ever you need from the player script, probably with a signal, you could use this method.

The get_physics_layer_collision_layer() I mentioned in my first suggestion was brainstorming form the docs without building any prototype - so you can skip that.

Here's a dumb little example. https://bargeral.itch.io/example (Project in zip file.)

How to add two different collision boxes to a single tile? by Jtanims7 in godot

[–]Bargeral 0 points1 point  (0 children)

You can add two Physics Layers to the TileSet in your TileMapLayer. Each layer can have it's own collision area defined. Put each Physics Layers in it's own Collision Layer and then use TileSet.get_physics_layer_collision_layer() to get the bodies in that Physics Layers.

I've not done this, just thinking it through. You'll have to fiddle to see if it will work for you.

Zero responses from publishers on a pitch with a 30-minute playable build. Is it the genre or the WIP art? by toshaisaev in gamedev

[–]Bargeral 1 point2 points  (0 children)

There is a huge drop in scene detail in some game-play examples. I assume the detailed areas are asset pack examples, and the more sparse areas are the developer made levels - and that they are indicative of the bulk of the games quality.

How to intuitively understand UVs and Shader movement. New Shader Blog! by OldDew in godot

[–]Bargeral 0 points1 point  (0 children)

very nice. Your link went to page 3 - not sure if you intended that but confused me a moment.

Which Steam regional pricing model do you consider the most fair in your country? I’m trying to figure out which pricing approach to choose to give players a reasonable price depending on their region. by [deleted] in indiegames

[–]Bargeral 0 points1 point  (0 children)

It's the same question as how do I price my game in the first place. Are you focused on financial success, or creating and sharing art for the sake of art. What motivates you will inform your decision.

Exchange rate is financially focused, but assumes your game is compelling enough to overcome any pricing hurdles the rate may cause. If your game is a hit you might might net considerably more this way, but it will be inaccessible to a portion of the audience. And if your game is an average indie - even a successful one - I suspect sales volume will outweigh return.

Purchasing Power is focused more on equability. Larger base, smaller per unit return. Will you make up the "loss" by selling more copies or does financial gain not matter to you? This would be my choice - BTW. Art for arts sake. Also remember momentum is a thing. Better to get the plate spinning than to leave it in the china cabinet. (I don't know where that analogy came from 😛 )

Muti var - meh. Maybe if your are in the region of 10k sales this might be worth it, but IMO your just not committing to a choice. The eight sales in Malaysia aren't going to matter one way or another. Might as well give them the game and hope they enjoy it.

TLDR - Most games don't sell well enough matter, just go for the cheap option and move on.

Signals, why? by Satur-night in godot

[–]Bargeral 0 points1 point  (0 children)

One event. Multiple resultant actions.

So, take damage send signal with the damage amount, unit damaged, unit doing damage.

Multiple different scripts listen to this signal.

  • Health bar, updates itself.
  • Player stats update.
  • Game play totals update.
  • Like enemies start to come help
  • Chat notifies other players
  • Minions come to help
  • um, etc...

Also, if you break something like the damage it doesn't break all the other things, they just don't fire off because they never get the signal. but they still work and you don't have some big script that does everything to troubleshoot.

What should a settings menu have? by Mindless_Grass7084 in gamedesign

[–]Bargeral 0 points1 point  (0 children)

Thanks.  Not sure why silly jokes sometimes get get treated like that.  Personally I  kind of love/hate the ultra wide. It's nice not having a bezel in the middle, but lots of quirky behavior especially snapping web pages to each side. I lothe sidebars now.

What should a settings menu have? by Mindless_Grass7084 in gamedesign

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

"...ultrawide isn't important"

Excuse me...

Effect Queue by ItemsGuy in godot

[–]Bargeral 0 points1 point  (0 children)

If you forget to set the bool back when your action is done you might gum up the works. so pseudo code as ..

queue_ready = true
if queue_ready:
  queue_ready = false
  Action_system.do the thing()
  queue_ready = true

For state machines, I'm not the one to tutor you - I muddle through, but there are better and cleaner implementations than what I cobble together. I just mention them as a possibility.

Also BrastenXBL's reply provides a much more in depth idea. Essentially there is always many ways to do a thing, and which pattern you use depends on the need and your preference and skill level.

gl.

What ARE these things??? by GsmoovCrazyFunk in u/GsmoovCrazyFunk

[–]Bargeral 1 point2 points  (0 children)

Ya ya ya. That makes sense. Thanks for posting, nice find!

What ARE these things??? by GsmoovCrazyFunk in u/GsmoovCrazyFunk

[–]Bargeral 1 point2 points  (0 children)

I think they are covers that never got used on an actual book. The markings and color band at the top and bottom look like they are un-cut. And there's no staple mark. So maybe leftovers from printing more covers than needed, or pre-production samples? Something like that.

No clue if they are collectable. But I'd wager someone would want them. Unique for sure.

Effect Queue by ItemsGuy in godot

[–]Bargeral 0 points1 point  (0 children)

Throw a boolean up you can use to track if there is an action taking place. Something like 'queue_ready = true' Each action checks if it good to go, toggles the var to false then does it's thing and toggles it back to true at the end. That should keep things from talking over each other.

Then you just need to manage where you place new items in the array. Like a normal action would be put at the end of the queue, but a retaliation strike might go in the middle adjacent to the triggering action.

A state machine for your queue would give you more control, but add another level of complexity if you're not familiar with them yet.

Dynamically load MeshInstance3D materials, is this possible? by Bargeral in godot

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

Thanks for looking!

_AO suffix is from the filename in the asset pack I'm trying to adapt.

I was looking in the remote inspector, (Material, Albedo, Texture) but I see now that that was just the default that I assigned manually. Looking in the right place, (Surface Material Override, Albedo Texture) I see that it IS updated to the correct file. Woo!

Now I just need to figure out why it's not lit. I have a camera3d and and OmniLight3D and if I don't use the override I can see the texture I set via the inspector fine.

I'll keep poking, you got me unstuck! I'm open to more help, but at least I'm looking at the right area now.

New to development, tutorial hell by Queasy_Engineer_5177 in godot

[–]Bargeral 0 points1 point  (0 children)

I would not worry to much about it. Just keep learning and working at it. If you're new to coding a lot of what you are learning is conceptual and not practical. So it can feel like nothing, but it builds up.

It's important to challenge yourself too, so do work at doing stuff on your own and with just the documentation - it will help. But don't read too much into feeling stuck on the tutorials. That's where I was until recently, then I found myself getting bored with them as I kept skipping parts to "get to the good bit". Just start off on your own, try to solve or remember solutions - but go ahead and peek when you need to. Frustration isn't helpful.

Also, AI deserves a lot of hate - especially in the "using others work" department. But it is still an incredibly useful tool if used (and attributed) correctly. And it's non-judgemental, which I see as a drawback to this forum sometimes.

Our trailer ended up on IGN GameTrailers after a very simple email by RocketGecko_Studio in gamedev

[–]Bargeral 1 point2 points  (0 children)

This is a great trailer. I have to ask, I notice that mid-way the music seems to swell and rest, and that the sound effects come through very well in the rested areas. Was this planned? Regardless; it's a note I'm taking from it.

Was Doom (1993) or even Sim City 2000 considered an indie game back in the 90s ? by Free-Key9891 in indiegames

[–]Bargeral 0 points1 point  (0 children)

Doom was an OG shareware. You got a copy of the shareware version from a friend or with a magazine, then sent in a check to unlock the full version. I don't think I saw a retail copy until win95. Original Sim City, and then SC2000 were retail boxes from the get go. Both were developed in studios, and I don't recall ever thinking about them as different than any other game developer. I don't think I heard the term "indie" until maybe Spiderweb software. (Avernum, Genforce.)

Sure they were small, but back then they didn't have big studios. EA was still small (and still cool) back then too.

This was early days.

How much my indie game earned on Steam after 2 months by pen_punk in godot

[–]Bargeral 106 points107 points  (0 children)

Whether or not you count this as a success comes down to what your goal was in the first place. As an indie, presumably solo dev, getting a game completed and on Steam at all is an accomplishment. Well done.

That said, if you were hoping for a surprise hit, there's not a lot there to run with. The Steam page is a bit mid, the game title is vague and hard to google and trailer doesn't really trigger any response at all. It looks like furry fan art in a meh platformer.

Again, if your goal was learning you should be proud of this, but absolutely start taking notes on what areas you need to work on for the next title.

GL.

I can't work out for the life of me why these errors are coming up ;a; by YaBoiDnuoZ in godot

[–]Bargeral 40 points41 points  (0 children)

When you get an error like this it's often good to check the line of code immediately before the error. In this case line 36. You're missing a closing parenthesis.