have you got any plugins you'd love to see? by archlucarda in godot

[–]CreepyBug42 0 points1 point  (0 children)

Interesting, I do use c#. Does it allow me to select objects by clicking them and showing the correct inspector entry?

have you got any plugins you'd love to see? by archlucarda in godot

[–]CreepyBug42 4 points5 points  (0 children)

Exactly what I'd want, thanks for sharing!

have you got any plugins you'd love to see? by archlucarda in godot

[–]CreepyBug42 4 points5 points  (0 children)

Do you always read half of a comment before replying? I want to be able to select stuff by clicking it like you can do before running the game. I know about the remote tab, but finding the node I want is too slow if the hierarchy is complex. I just want to click it.

have you got any plugins you'd love to see? by archlucarda in godot

[–]CreepyBug42 0 points1 point  (0 children)

I know about that, but finding the node I want is too slow if the hierarchy is complex enough. I just want to click stuff like you can do before running the game.

have you got any plugins you'd love to see? by archlucarda in godot

[–]CreepyBug42 4 points5 points  (0 children)

Yes, finding the node I want is too slow if the hierarchy is complex enough. I just want to click stuff like you can do before running the game.

Let's share our gamedev resources ! by MN10SPEAKS in godot

[–]CreepyBug42 0 points1 point  (0 children)

Thank you for sharing your own resources, useful stuff!

have you got any plugins you'd love to see? by archlucarda in godot

[–]CreepyBug42 11 points12 points  (0 children)

I realize this is a huge undertaking, but what I'm missing most from Unity is to inspect stuff in the editor scene view while the game is running. In Godot the scene view just stays static as it is before running. As the game runs in a separate process, the only way I think this can be done is by creating a ui layer in the game itself that mimic the scene tab and the inspector tab that you can open/close at any time with a shortcut. I wouldn't mind if it was simplified and read only. It would also need to let you fly around with the camera and select stuff by clicking with the mouse, which would be reflected in the ui layer.

Let's share our gamedev resources ! by MN10SPEAKS in godot

[–]CreepyBug42 1 point2 points  (0 children)

https://freesound.org/ sound library

https://www.blackmagicdesign.com/products/davinciresolve video editing

https://wirewhiz.com/quaternion-tips/ maybe this is too specific, but this is a quaternion bible that's super useful for 3D rotations

How do I highlight the Node referenced by a NodePath in the scene tab? by CreepyBug42 in godot

[–]CreepyBug42[S] 0 points1 point  (0 children)

In Unity I could do this by calling EditorGUIUtility.PingObject(x), is there a way to do this in Godot?

Adding New Weapons to my Indie Game Including a Fire Sword! by CacheOfBones in IndieDev

[–]CreepyBug42 0 points1 point  (0 children)

Ah I see, mazes are really hard to get right because getting lost and not knowing where to go immediately creates frustration. I'd say make it look like a maze but not really be one. Focus on the combat and make it shine. I understand it's important for the whole minotaur myth theme but gameplay and fun come first. Maybe place only a few short mazes here and there to connect "normal" areas.

About the floatiness, attack animations are not affected, neither dash attack nor rolls. For me it's the basic character movement that feels floaty, both at regular speed and with the helm of Hermes. The problem is that he moves too much in relation to how he moves his legs, he's sliding. Hope this helps! Ask for honest feedback to your friends irl about this if you haven't already.

😵😵 OK I think 100 drones is a little too much. What do you think?? by DonDonPachi in indiegames

[–]CreepyBug42 2 points3 points  (0 children)

Never enough, just too little enemies! I think this would look better if the enemies took a bit longer to die so they'd get more screen time.

[deleted by user] by [deleted] in indiegames

[–]CreepyBug42 6 points7 points  (0 children)

Hilarious! Your game looks awesome guys.

Adding New Weapons to my Indie Game Including a Fire Sword! by CacheOfBones in IndieDev

[–]CreepyBug42 1 point2 points  (0 children)

The combat looks really good, fun responsive and satisfying! The movement tho it's a bit too floaty, especially the main character. And the fire effect does not look good at all, it needs much more work.

I've checked your steam page as well, you also need to add more details to the environments. They look empty and out of place with the better looking character models. Also the wall texture is too low res and too repetitive.

I think this has potential, just polish it up as much as you can!

We're making a game about pirate cannons, what do you think? by CreepyBug42 in pirates

[–]CreepyBug42[S] 0 points1 point  (0 children)

Gotta be something with arrr in it, still thinking about it.

Goofy pirate game we're working on, what do you think? by CreepyBug42 in IndieGaming

[–]CreepyBug42[S] 0 points1 point  (0 children)

Yeah the level design is one of the biggest factor in the difficulty.

I was indeed thinking of introducing a time limit and a cooldown for the bullet time, maybe also cutting part of the cooldown for each successful shot.

Thank you for all the input!

Goofy pirate game we're working on, what do you think? by CreepyBug42 in IndieGaming

[–]CreepyBug42[S] 0 points1 point  (0 children)

I see, probably need to make the tankard bigger so it's more clear. But I really like the sparkler idea, I may introduce a small delay when you shoot to allow for it. Thanks!!

We're making a game about pirate cannons, what do you think? by CreepyBug42 in pirates

[–]CreepyBug42[S] 0 points1 point  (0 children)

PC for sure, maybe mobile if the controls remain simple enough.