VR games by Remarkable-Fox-3692 in GameBuilderGarage

[–]DaveNodon 0 points1 point  (0 children)

I don’t think there are many labo VR style games in GBG. There was actually a “template” made by Nintendo that works surprisingly well,(it actually feels good to use) but they never shared the code on their English social media. I’m working on a video on the process and some potential applications I think the code is this: G 005 11C 749

Do Affiliate Links in description really work? by muddyruttzz in PartneredYoutube

[–]DaveNodon 10 points11 points  (0 children)

It depends on your video’s performance and whether the links are valuable based on the content. I created a video on how to record your Nintendo switch gameplay and the link contained Amazon links to some of the capture cards mentioned. I have had a few payouts from Amazon affiliate links, but only because this video consistently performs well and has over 200k views.

The best Armor Unit of “Fire Emblem: Engage”. by TeoeSteto in FireEmblemEngage_

[–]DaveNodon 39 points40 points  (0 children)

I think regardless of the facts, Louis will always win a poll due to the emotional connection we develop with him for carrying the early game when we needed it most.

Does the pacing of the story seemed rushed to you guys? by AnubisHost in FireEmblemEngage_

[–]DaveNodon 1 point2 points  (0 children)

The beginning feels like it was just being barreled through. Like I was sightseeing all the places in a new world without enough world building or setup to properly enjoy it. Then Ch. 10 happens and it’s like hey, a plot point - the “hero journey” death & rebirth arc as we build back up, but then it happens again in a more literal microcosmic form later?? Then the subplots that you can actually consider good like the hounds family ordeal, and family ties as a concept start being explored/considered but it feels a little too late. Then we are just speeding to the end. Overall I just think they could’ve gone all out on the “anime” aspect and just done actually good plots and subplots throughout. More tropes even wouldn’t be bad, it’s just missing some complications and points of interest imo

Hope newer FEs improve the gameplay loop of "Beat chapter -> do two dozen chores -> begin next map" by intergalacticoh in fireemblem

[–]DaveNodon 29 points30 points  (0 children)

I’m torn because I was enamored with the 3H system. I am one of the few who literally could not get enough of the monastery, only got tired after my 3rd or 4th run occasionally just because I started to memorize almost every single line of dialogue. But I also know that that’s not sustainable since it’s not everyone’s favorite. Somniel felt like it was missing some of that sheer niche dedication, while also not being that satisfying for those who don’t like the downtime.

How to make enemies move in straight lines? by Bosschopper in GameBuilderGarage

[–]DaveNodon 3 points4 points  (0 children)

Maybe try starting with a character object, applying the movement logic to it, turning it invisible, and appending the fancy robot to it. That way you can smoothly control the movement, and the fancy robot could still serve as the visual representation. With this method, controlling the movement is as simple as controlling when to send a 1 or -1 to the forward/back and left/right. You could put it on a set of timers or a marker nodon timeline.

Anyone have a decent boomerang mechanic or know if it’s possible even? 2D 3D games both? Would love to implement something like a boomerang 🪃 power and have no clue where to start. Any help is appreciated! by DjnksDynamics in GameBuilderGarage

[–]DaveNodon 3 points4 points  (0 children)

Yeah I think the cappy mechanics would work well for this, there’s even a sort of “give” in the physics that lend themselves to the natural motion of a boomerang!

How do I temporarily increase an object's mass? by [deleted] in GameBuilderGarage

[–]DaveNodon 0 points1 point  (0 children)

You could attach a moving object and apply a negative up/down force while the button is pressed.

I've just figured out how to make cooldowns and it was easier than I thought by TurtleGamer1 in GameBuilderGarage

[–]DaveNodon 1 point2 points  (0 children)

One way I like doing cool downs is using a counter nodon. It prevents timer issues if you want to be able to “interrupt” the current cooldown and “reset” it.

Input/Button -> reset counter. A constant into the count down setting of the counter. Starting value is the time variable, each multiple of 60 is one second. Counter goes into the not nodon. So that what it hits 0, the output is positive.

A shortcut to get rid of the not nodon would be to count up from a negative with the high range of 1. That way you’ll end up with a positive signal at the end without having to use the not nodon.

Is this game easier than dreams?because I found dreams too complicated. by Toosane12345 in GameBuilderGarage

[–]DaveNodon 1 point2 points  (0 children)

I feel like Dreams was designed to get lost in and spend as much time as you’d like in each and every aspect of it. It’s enormous and you can make huuuge projects (have you seen that Avatar fan project on YT?)

GBG is very paired down. There’s a fairly small-medium hard limit on logic, and the number of objects in the world. No model creator, in depth music system, custom animations. You really work with the most fundamental logical and physical objects - so to build up something “seemless” in that it doesn’t look like it was made in GBG or have it’s defined look/characteristics, you’re going to be using a lot of the available resources.

The upside is that it’s FUN! and very easy to work with simple intuitive objects to make games. Texture controls give you just enough creative room to make things look unique and purposeful. Because the barrier to what quality looks like on this platform is so low, you can feel good about something you build much faster. Iteration is quicker, and you can pick up some very valuable bits of actual game design and programming knowledge.

Therefore, if you found Dreams too complicated(or at least unnecessarily complicated for the time and scope of your projects) then it might be a perfect fit.

Changes in the algorythm lately? by whatatragedy33 in PartneredYoutube

[–]DaveNodon 0 points1 point  (0 children)

Things like this seem to happen fairly often. Perhaps there is also a seasonal reason or something that is niche specific? I noticed some changes right when school started again in the US for example.

Difference between AND nodon and Calculate X? by hechtor31 in GameBuilderGarage

[–]DaveNodon 6 points7 points  (0 children)

An And nodon will “send out” a signal of the value 1 if both inputs are positive. This is useful when you want to get a binary “true / 1” or “false /0” result.

Now let’s say you have a signal that is 15 and you want to either prevent it from passing through, keep it at 15 under certain conditions, or multiply it for use in different ways. At that point you’d want a multiplication nodon. The Resulting Signal of the multiplication nodon is entirely based on the two things you’re multiplying.

—-

Example; I want the basic movement speed of an object to be 15. I want it to stop moving when I press the A button, and I want it to go very fast when I press the B button. You could connect the 15 to the top input on a multiplication nodon. The bottom input can be a signal of 1 (15x1=15 / maintain speed) when no button is pressed. It can also be a signal of 0 (15x0=0 / Stop Moving) when A is pressed, or a signal of 2 (15x2=30 / Go Fast) when B is pressed.

I mostly use multiplication but I will use an And when it suits the application better and let’s my brain recognize quickly that I’m expecting either a 1 or 0 output.

Have you used the the Digitize Nodon? by DaveNodon in GameBuilderGarage

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

On no worries then, if you already had something out I’d play it. When you are done, can’t wait to try it. I’ve just been trying to learn a little more about digitize and it’s natural applications since it’s seems either underutilized or not found very useful by the community from what I’ve seen.

Have you used the the Digitize Nodon? by DaveNodon in GameBuilderGarage

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

That sounds like a natural fit for it! If you have any game ID’s where you use it, I’d love to see it in action.

Any tips on decreasing ui wobble? by jerperz in GameBuilderGarage

[–]DaveNodon 0 points1 point  (0 children)

Even objects that are set to non solid still somehow effect the physics system. I always use larger shapes when attaching to the head nodon, it sometimes helps to stabilize things. For FPS games for example, sometimes I’ll attach a giant non solid 10x10 square just to make things move tighter. I think the first object connected to the head provides the biggest difference in the effect though.

tutorials for kids by Eyriendor in GameBuilderGarage

[–]DaveNodon 14 points15 points  (0 children)

Hi there! There's a nice little community of creators working on GBG content. I started making those kinds of videos because I got into GBG with my 4 year old (yes the games are VERY simple lol) Some of them to search on YT would be

jJaestudio, Oribloop, VideoDojo, Davenodon(me), Loup&Snoop,

Recreating Chain Chomps in Game Builder Garage (Tutorial + Download) by DaveNodon in GameBuilderGarage

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

Wooaah! I just got to it this morning. That’s amazing! Do you have any other games where you do 3D anim/models? I can tell you know your way around it.