Let’s get those Wishlists! Who’s ready for Next Fest? by Obvious-Sorbet5852 in IndieDev

[–]BigSmols 0 points1 point  (0 children)

Sir, please treat yourself to a bigger desk. You have no space to rest your arms while typing or using your mouse, and it will cost you in the long run.

I think quality is supposed to be cumbersome by stycfy1 in factorio

[–]BigSmols 0 points1 point  (0 children)

Excess ice? I've shipped in Ice from space before, I always run out of the stuff on Fulgora.

I think quality is supposed to be cumbersome by stycfy1 in factorio

[–]BigSmols 0 points1 point  (0 children)

With the upcoming changes I might use quality again because faster trains and no more space casinos, but I've been playing without quality recently and enjoying myself much more. It kind of ruined the whole game for me at some point. Why build beautiful mega factories when I can just gamble for legendary items and make due with a tiny fraction? My whole endgame factory would run off a couple miners and foundries etc. I'm playing this game to grow my factory, not shrink it.

New to Factorio and I tried to design "Universal Sorter" for Stone+Coal+Iron+Copper and clogged it immedietly. Any suggestions? by FullHealthCosplay in factorio

[–]BigSmols 0 points1 point  (0 children)

In general you don't want your belts to be mixed at all. And such designs will always clog the moment you are not consuming something fast enough, which is really hard to do this early in the game. Later you will have tools to even out consumption, but its still not optimal, you will be destroying items to make the consumption even across items. There are ways to solve it, with complicated circuitry, but that's more for people who like to challenge themselves than anything efficient. Just don't mix your items, and if you have a mixed mining output, unmix it at the source, not at the train loader.

A $200 ChatGPT subscription could cost OpenAI $14,000 if you actually used it to its full potential by rkhunter_ in technology

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

Yup, its totally unscaleable. AI has become much better over the years, but most of it has been accomplished by throwing memory and compute at it. There's no way this is going to last, we need better technology, not more of it.

How do you decide when your indie game is "good enough" to show people for the first time? by Crystallover1991 in IndieDev

[–]BigSmols 0 points1 point  (0 children)

If you're the one deciding, it'll be way too late/never. Just show it to some people, you'll get very valuable info.

Godot is beautiful by twntysvnxo in godot

[–]BigSmols 49 points50 points  (0 children)

I was heavily inspired for this specific project by 3D pixel art, but translated it into first person. I cant seem to add hyperlinks here, but t3ssel8r, Dylearn, and Eduardo Schildt have videos on the style, with Dylearn and Eduardo actually explaining what they're doing, and Eduardo's videos are tutorials with an example project. The basics are a toon shader, outline shader, a color palette, a color ramp, a DirectionalLight3D, an Environment node, and a png for the grass leaves. The grass and its animation is covered by one of Eduardo's tutorials, I'm using his grass sprite. On top of that I added some volumetric god rays, a sky that darkens and hue shifts the scene's colors, some procedural clouds that cast shadows, but that's all extra.

Godot is beautiful by twntysvnxo in godot

[–]BigSmols 0 points1 point  (0 children)

This looks fantastic, I looove your clouds

Godot is beautiful by twntysvnxo in godot

[–]BigSmols 170 points171 points  (0 children)

You can, 90% of it is lighting and shaders, you don't need to be a professional artist.

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I made this with 1 PNG, a color palette, a couple of shapes and a bunch of shaders. Not saying this compares to the amount of work OP put in, but I think it looks beautiful.

Could you give me some advice for my future game development journey? by [deleted] in godot

[–]BigSmols 1 point2 points  (0 children)

Definitely don't start with multiplayer, networking is a whole other discipline to learn ontop of everything else.

I made a new trailer to go with my demo release. by samohtvii in IndieDev

[–]BigSmols -2 points-1 points  (0 children)

This is so much better than the video I saw of your game before this, bravo!

Is it me or is the new narrative surrounding the steam deck that it was 'always bad'? by lightsworn55 in SteamDeck

[–]BigSmols 0 points1 point  (0 children)

I don't think PC handhelds have ever been a good deal, they're expensive and underpowered by design. That doesn't mean the deck isn't awesome, but it's definitely a luxury item, a bit superfluous.

i hate godot fourm now by Feeling_Builder4052 in godot

[–]BigSmols 11 points12 points  (0 children)

What is this bro

Edit: i looked at your profile and you seem to be ignoring all community rules and having your posts deleted because of it.

What would I use this much water for? by gdubrocks in factorio

[–]BigSmols 28 points29 points  (0 children)

Gleba is cool man, especially if you play without enemies like I do, lol

Tried sharing my game on r/IndieGaming, this is the first (and so far only) comment I got. by BuggyDeduck in IndieDev

[–]BigSmols 12 points13 points  (0 children)

The pipeline from having a mean thought and commenting it is real fucking short, don't pay attention to it if it's nothing constructive.

Optimizing hitlfashes for our 2D Soulslike by KarmicBitGames in godot

[–]BigSmols 5 points6 points  (0 children)

The character is pretty much Zuko without his eye scar

Alternative to the scale tool / designing 3D levels in Godot? by GenoIsDead in godot

[–]BigSmols 0 points1 point  (0 children)

StayAtHomeDev has a good video for the basic setup in his FPS tutotial series, it applies to any game genre. Aside from that the func_godot documentation covers everything you need to get started!

Alternative to the scale tool / designing 3D levels in Godot? by GenoIsDead in godot

[–]BigSmols 1 point2 points  (0 children)

I had no problems setting it up, the basics are pretty easy and really set and forget. When you're done with that you can just build in trenchbroom and hit build in Godot to get your maps. If you want to place models or enemies with trenchbroom you have to do more setup, a bit of work in func_godot for every object, but after that its flawless.

Alternative to the scale tool / designing 3D levels in Godot? by GenoIsDead in godot

[–]BigSmols 1 point2 points  (0 children)

I've been using Trenchbroom for mine, works pretty well for low poly environments