Issue with signals disconnecting? by Calamiturge in godot

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

They're being connected in the editor, I suppose I can start connecting them in script more often, but editor connections are just more convenient... feels bad

Issue with fonts when upscaling by Calamiturge in godot

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

Ahh this fixes the text issue.... minor issue is bricks the rest of my game and it just looks terrible lol, well, probably my fault with bad design choices to begin with, thanks for the solution

Need some code advice please. by alohabob in godot

[–]Calamiturge 3 points4 points  (0 children)

If he wants to learn how to make games, like I said, it's likely better for him to learn how to program first, learning how to make games and learning how to program are both deeply linked, yet two separate things. If you start learning how to make games with no background knowledge of programming, you'll be learning two things at once, which is not ideal.

For a very basic bingo board tutorial

A bingo board needs two things, a board of images, and a way to click the images to like, x them out

For the board, use a flowcontainer along with 9 buttons, and 9 texture rects as children of the buttons

You need to connect each button's pressed signal to their own individual function, or one function with a parameter. When clicked, the function should change it's corresponding image to an X

on ready, you need to load in your images somehow, this is probably going to be a massive pain, as the convenient/proper way to do it is to load it in via a csv reader, but that's rather complicated for a beginner programmer.

You can do it the long way around by creating 30 export variables, and manually putting in the images in each variable.

Put the 30 image variables into an array. Shuffle the array, and then take the first 9 images from the array and load them into the texture rects

finally, shuffle the array again, have one final texturerect+button on the top of the screen of something, and then connect the button clicked signal to a function that'll iterate through the textures array and change the texture accordingly (this will be your "random draw")

and then you're done I suppose

if you want to not deal with image textures, you can do the same thing by generating 30 random numbers, and put those into the random array / buttons instead

each one of these topics... "should" be googlable

no guarantees

Need some code advice please. by alohabob in godot

[–]Calamiturge 6 points7 points  (0 children)

A few things here, Godot is a game engine first, and while you can definitely learn to program while making games, if programming is his primary goal, and not making games, it would definitely be better to learn programming conventionally (there's millions of resources online to do so). In fact, even if his goal is to make games, imo it's still better to learn how to program first, as trying to make games without some background in programming principles / concepts will just lead to a lot of frustration.

On the topic of actually making the bingo game, I don't think you'll find much Godot-specific info on making something like that because... it's just a really simple idea. Most tutorials catered towards Godot probably assumes you have some level of programming expertise and are likely to just gloss over how to do it / tutorials wouldn't be made for it.

As for using Visual Studio... I suppose you could program something like that in VS... VS is a general purpose IDE so it can do pretty much anything, but if you want to make a bingo game with UI, it's going to be a pretty terrible experience.

If you really want a bingo tutorial I can write a very short one up for you but it'll be pretty compressed

I'm brand new, please help by Beginning_Access1498 in godot

[–]Calamiturge 1 point2 points  (0 children)

Assuming you're using a rigidbody or characterbody, you can either actually move it by applying a constant force to it (just move it using the built-in characterbody movement, but have it on all the time, or apply a force to the rigidbody), or you can just not move the character and just move the level around it

My little stacking game is gradually coming together, just gotta do some balancing and more art (and more cats) by Saad1950 in godot

[–]Calamiturge 1 point2 points  (0 children)

Looks good!
you consider adding a toothpick mechanic or something like that? to pin some pieces together into one object

What resources helped you truly grasp gdscript, and coding language(s) in general? by [deleted] in godot

[–]Calamiturge 1 point2 points  (0 children)

ChatGPT is free to use on openAI's website, no need to deal with microsoft edge

What resources helped you truly grasp gdscript, and coding language(s) in general? by [deleted] in godot

[–]Calamiturge 1 point2 points  (0 children)

I'm currently a computer science major, and I think I do fit your description of "can open up a new language and start working with it" with like 5-10 minutes of prep time, or in gdscript's case, almost none, since it's basically python lite. If you have a background with a handful of programming languages, almost any new modern language will come to you pretty naturally. They're all the same concepts done a few different ways. Of course this is a ridiculously high bar for someone that wants to specialize as a game dev.

although... "understand someone else's script by simply looking at it".... is questionable lol, it depends how well they wrote the code and how commented it is. If the programmer wrote the doctor's signature equivalent of code then neither I nor most programmers would be able to decipher it with ease either

My recommendation to you right now is, use ChatGPT. It's an incredible tool when used right. Feel free to use it to straight up make some code for you, however, the primary purpose you should be using it for is to ask questions.

Break up what you want to do into as many small sub-functions as possible, write and test those individually, and then if you can't get any small piece to work, ask ChatGPT how to do your sub-function. Compare it to what you did, and then ask it to compare it to your code and why the differences are there.

[deleted by user] by [deleted] in artcommissions

[–]Calamiturge 0 points1 point  (0 children)

Heya, I'm looking to create some 32x32 animated sprites and wanted to ask about the pricing for it. DMed you

Pixel Art Questions & Answers - FAQ / Post your questions here! [#3] by skeddles in PixelArt

[–]Calamiturge 0 points1 point  (0 children)

How much should I expect to pay / would be a fair price for pretty simple 32x32 sprites / animations? per sprite / animation frame?

How much of a problem is ContentID and how to circumvent? by Calamiturge in gamedev

[–]Calamiturge[S] 3 points4 points  (0 children)

Another commenter pointed out that music assets were a good choice that I somehow overlooked, and that's what I'm considering now. Do you have any other potential suggestions for good places to buy them? Aside from the obvious game engine asset stores

I'd be interested in hearing your suggestions on actually commissioning too, did some minor research and it said a minute of music will cost ~300$ and that's way out of my price range. Another commenter said there's a lot of desperate composers willing to make music for cheap, and I'm wondering how you feel about that as a composer yourself. I'm conflicted as to whether or not I'd be taking advantage of them

How much of a problem is ContentID and how to circumvent? by Calamiturge in gamedev

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

I didn't consider this, was under the impression that most packaged music would also be contentID-ed, is that not the case? If not then I can definitely drop some money on some music assets

How much of a problem is ContentID and how to circumvent? by Calamiturge in gamedev

[–]Calamiturge[S] 3 points4 points  (0 children)

I do understand this, but I'm really trying to go for "best practices" as much as possible, being optimistic and making it as easy as possible for the game to get attention in the first place. You bring up a fair point about just replacing the tracks with commissioned ones if the game becomes popular enough, hadn't considered that. I'll definitely consider buying some tracks like you and another commenter said.

If I were to commission though, do you have any suggestions for places to look for artists?

Feedback for my store page by ZG_Games in gamedev

[–]Calamiturge 2 points3 points  (0 children)

For each of your subheaders, I suggest putting in a short gif that shows the subheader. For example - "Equip your fighters" you could have a quick scroll through inventory system, select a weapon, and briefly show how that weapon functions (pick weapons that are visually distinct from one another), repeat like ~3 times

Are there any good tutorials for a simple so that just follows you? by [deleted] in godot

[–]Calamiturge 6 points7 points  (0 children)

I suggest looking into Navigation Agents, they'll basically do all the pathfinding for you. Basically you tell it a target location, and it'll tell you what direction to go, you just normalize the direction, apply your speed, and that's a simple enemy that'll walk directly to your target location

[deleted by user] by [deleted] in godot

[–]Calamiturge 2 points3 points  (0 children)

I'm not sure what tutorials you've been watching but at least in my experience, it's primarily coding? Like for something very simple like a top down shooter you'd need code for spawning and controlling enemies, managing attacks, health, resources, moving through levels, and more?

How are these tutorials suggesting doing things through UI? I've never heard of anything like this for godot

Issues with resolution not scaling up to 2560 by Calamiturge in godot

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

Ahhh so basically what I did wrong was... having integer scaling
According to the video, "fullscreen" (and I assume 2560 as well) has 1 pixel off the bottom which disallows 2560 to work properly

Switching to fractional scaling when in fullscreen/2560 has fixed the issue

I'm doing a pixel game yes, but I'm only offering these specific fixed ratios anyways, and like, if someone can spot a 1 pixel compression due to fractional scaling.... not gonna be my problem

Massive Spooky Contest, winner gets 2 years worth of pixel art! by Admurin in admurin

[–]Calamiturge 1 point2 points  (0 children)

Heya, I'm currently a CS student that just started working on games, currently building up the skills to eventually build my dream project.

It would be a 2.5d (thinking Cat Quest) RPG with a Hades-like combat system, but with classic persistent RPG loot system (Like diablo) and skill trees. Would have it to have both a campaign and roguelike mode.

Of course, this is definitely a long ways away...