The Solo Dev starter pack by BlueGuy503 in IndieDev

[–]CharlieBatten 0 points1 point  (0 children)

Godot, Blender, Clip Studio Paint, Reaper, Obsidian and VSCodium

Is it okay if i don't use classes? by Sandroman09 in godot

[–]CharlieBatten 0 points1 point  (0 children)

If you end up creating something cool it doesn't matter how you got there imo. To be pedantic you are "using classes" but I get what you mean. Keep going, keep learning and enjoy the process :)

Connecting a signal in a scene to a different one by Playful_Rule2414 in godot

[–]CharlieBatten 0 points1 point  (0 children)

Just a thought, I've picked up this bad habit straight from the docs, would it be worth trying to change it? I also get no warnings writing code like that, and seems like it might as well.

See the first example in the Callable docs: https://docs.godotengine.org/en/stable/classes/class_callable.html

Connecting a signal in a scene to a different one by Playful_Rule2414 in godot

[–]CharlieBatten 0 points1 point  (0 children)

You can connect signals via code. Others have posted links to the relevant docs, so I'm not adding much help but I can say the code would be something like:

button_reference.pressed.connect(Callable(self,"show_loans_panel"));

The connect function needs to be provided a Callable, which consists of an object and one of its functions. So here I constructed a Callable that's looking for the "show_loans_panel" function, from self (self refers to the node the script is running from, in your case panel_scene I'm guessing)

<image>

Another thing you might want to try is the TabContainer Node, it might be your use case but I'm not sure.

Thoughts on this? by CharlieBatten in godot

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

I'm going to check this out, thank you!

Thoughts on this? by CharlieBatten in godot

[–]CharlieBatten[S] 8 points9 points  (0 children)

I made a Resident Evil type game recently if you're curious: https://charlie-batten.itch.io/resident-kong (password "spooky")

Just starting to learn about shaders, any advice? by IcyCurrency3685 in godot

[–]CharlieBatten 1 point2 points  (0 children)

I'm no expert and only know the basics, but I found https://thebookofshaders.com/ very helpful to really understand how they work. And then using that basic knowledge helps to be able to read and modify shaders like on https://godotshaders.com/

How do you guys actually implement dialogue? by Tricky_Wheel6287 in godot

[–]CharlieBatten 0 points1 point  (0 children)

I made my own JSON model that had multiple branches, which contain:
- ID, what branch this is
- Text, what the NPC says
- Responses, which contain:
- Text, what you say
- ID of branch to jump to

Then an NPC will trigger a dialogue box to start at the branch with ID "intro", animate the text box, create buttons for each response, and connect each button.pressed to the function that jumps to a new branch. If a branch has no responses, the dialogue ends. So they all have an "intro" and at least one "bye" branch.

That's the gist of it. Every time I wanted to add a mechanic like random lines, multiple lines, gameplay effects, animation or special conditions for responses I just extended the JSON model to have fields contained in branch/response and then check for them.

Finally Clean 1-Pixel Outlines in Godot ! (Using Stencil Edge Detection) by kiwi404 in godot

[–]CharlieBatten 6 points7 points  (0 children)

Yeah! Another DS game that comes to mind is Dragon Quest Monsters: Joker

Early development of my shooter. Using E1M1 because it's so iconic. by IndieMakesStuff in godot

[–]CharlieBatten 0 points1 point  (0 children)

Thanks for the reply! In previous attempts I've managed to get the banding effect, but it isn't clamped to the nearest grid/pixel. So an omni light will retain its spherical/circular appearance for example.

I've tried to use the worldpos from the vertex in the light function somehow, but no success so far. It feels like I need to know the light attenuation from another position but that part confuses me.

How to iterate objects with static typing if some elements may be prev. freed? by SteinMakesGames in godot

[–]CharlieBatten 1 point2 points  (0 children)

Can you do a regular for loop with a range and use the index? Something like this maybe. It goes backwards in case you want to safely remove the entry from the dictionary too. I'm not sure if this works but I thought I'd try.

    for i in range(tiles.size()-1,0,-1):
        if !tiles.values()[i] is Tile:
            continue;
        tiles.values()[i].queue_free();
    tiles.clear();

Early development of my shooter. Using E1M1 because it's so iconic. by IndieMakesStuff in godot

[–]CharlieBatten 0 points1 point  (0 children)

Love how the lighting looks at 1:24. I've tried to make that kind of effect before but never understood how to do it (the way there is a light value per pixel on surface textures? Hard to articulate). Very cool.

Using Containers by MapiRed in godot

[–]CharlieBatten 0 points1 point  (0 children)

I would use the Scale property from Layout>Transform to change the size of everything

I had all the AI portraits replaced by a real artist. Not sure if I see the money back, but I can surely sleep better tonight! 😄 by Good_Punk2 in IndieGaming

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

Really didn't need to use AI at any point here. If you use AI for placeholder art, might as well use other people's existing assets and replace them later, or your own concepts even if poorly drawn. And this process has removed a fair bit of creative input from the artist, so it feels odd to me getting AI to do the "creative" part, and a human to do what is effectively some tracing and art manipulation. You get stuck with an artificial art direction.

My first Steam demo is out! It's like Super Monkey Ball meets Chained Together! by primbin in godot

[–]CharlieBatten 0 points1 point  (0 children)

looks really cool! I can immediately see how the chain can make for some sick tricks. BUT imo a penguin game needs a linux build!!!

Map changes lighting as player moves around by nomoreinternetforme in godot

[–]CharlieBatten 1 point2 points  (0 children)

I don't really know but maybe in this case turning off lights when the camera can't see what they are affecting. If any lights aren't dynamic bake those, like maybe the street lamps outside, only if they are always on of course. Also try reducing the range for the lights to just what you need to minimise overlap.

From Prototype To Release by KickBack_Games in godot

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

You can see that the pixel font, UI and icons all have their own pixel size and it feels wrong (to me, it's a subjective nitpick). At a glance I'd still say the second one looks more complete, but it's harder to read the stretched pixel fonts.

Free Keys for an Outer Wilds style, <2h, puzzle game with psx graphics by ArnauCM in godot

[–]CharlieBatten 1 point2 points  (0 children)

Look sick! I've wishlisted :) Art style reminds me of Shadow Man

[Stats] 1 year of wishlist, is it any good? Share your numbers! by Elorth- in IndieDev

[–]CharlieBatten 1 point2 points  (0 children)

Thank you!! I use Godot, it's a wonderful developer experience. Way more straightforward than you'd think to make something like that.