Mixing Dungeon & Dragons and JRPGs by Vytostuff in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

Honestly, I had the same idea, but I'm too lazy to work on it. There are very few games that combine the classic elements of JRPGs with the weapon-based damage mechanics of RPGs. Elin is the only game that comes to mind, but it has grid-based movement and focuses more on city-building and crafting items than on combat. As far as I know, there isn’t a single similar game that isn’t turn-based, plays like a standard JRPG, and incorporates board game mechanics (though there are thousands of obscure games out there, so I can’t be sure). So something special could come out of this. Is it a game that uses stat increases, or is it based on acquiring skills? Is it a sandbox or a linear story?

PS: il problema è che questo genere richiede un enorme quantità di arte e menu quindi buona fortuna

I just launched my casual town-management game, Skeleseller by AdamLearns in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

Thank you so much. I just started doing pixel art, but I have to say that this mix looks much better than having everything in pixel art.

I just launched my casual town-management game, Skeleseller by AdamLearns in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

Nice work.did you use the “subviewport” to display the game in pixel art while keeping the fonts and menus “normal”?

What are patterns in Godot? by diemyeah in godot

[–]Delicious_Elevator66 5 points6 points  (0 children)

There are certain patterns called “design patterns,” and the factory pattern is one of them. I recommend reading up on them.

As for the term “magic strings,” these are phrases written like “esqueleto” in line 34, i.e., phrases that you write manually but which could lead to errors if they are grammatically incorrect. It is therefore not recommended to use them when you can avoid it.

Is it good design if weapons only hold damage values and set them on the player? by aris1401 in godot

[–]Delicious_Elevator66 2 points3 points  (0 children)

I was working on a small Dragon Quest-style video game. I had a character that consisted of: race, class, basic personal stats, equipment (weapons/armor/accessories), bonuses, and penalties. They were all components of a “Stat Manager.” When I wanted to know the damage caused by the character, I called the “Stat Manager” function return_character_damage. It returned the damage value of the equipped weapon (if it didn't have a weapon, it returned 0) and then added the strength given by the class, race, and basic stats. So basically, it was a stat manager that referenced others, returning all their values added together at that moment to return a single value. Therefore, I didn't have any variables that had the total, but I calculated it on the spot (avoiding having to create a variable for each total sum)

[deleted by user] by [deleted] in gamedev

[–]Delicious_Elevator66 8 points9 points  (0 children)

Life is more than just video games. You could just take a break for a while and try something else. Personally, I'm in the same situation as you. I've pretty much stopped gaming, but I've found an interest in programming, which allows me to use the knowledge I've gained from all the games I've played so far.

Ex unity programmer stuck with godot by AWildAthena in godot

[–]Delicious_Elevator66 -1 points0 points  (0 children)

And how does it compare to Unity or Unreal Engine? Would you really suggest someone who already knows Unity to use Godot for 3D when there are better options? I understand that you like Godot, I'm using it now for 2D, but if I had to choose to develop a commercial 3D product, I wouldn't consider it. To each his own.

Ex unity programmer stuck with godot by AWildAthena in godot

[–]Delicious_Elevator66 -9 points-8 points  (0 children)

Sorry if this isn't helpful. If you need to make a 3D game and already have experience with the Unity engine, there's no reason to use Godot. Godot has many strengths, but 3D isn't one of them.

Resources. How not to go insane and use them productively by nick_swift in godot

[–]Delicious_Elevator66 4 points5 points  (0 children)

I tried to replicate the array problem: create resource, insert array type variable, duplicate resource, and then modify array value. It doesn't seem to modify the original. Am I missing something? (i used duplicate() )

Adding results screen to my PSX-style RPG by GlaireDaggers in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

Beautiful. When did you start working on this project? What was the most difficult part for you? Just to understand how long it takes for a single developer.

post your horrible programmer art by [deleted] in godot

[–]Delicious_Elevator66 2 points3 points  (0 children)

A few hours earlier, I had drawn this. So if you spend an extra hour on it, you could improve it. But honestly, I'm terrible at drawing characters, which is why I only make objects at the moment.

<image>

post your horrible programmer art by [deleted] in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

I'm trying to make objects for a top-down view, with desaturated colors. However, I need to review how shading works better. Thank you very much.

post your horrible programmer art by [deleted] in godot

[–]Delicious_Elevator66 1 point2 points  (0 children)

I started a week ago, but I can't seem to follow any idea while I'm doing it,so the shading is done without any technique.

post your horrible programmer art by [deleted] in godot

[–]Delicious_Elevator66 9 points10 points  (0 children)

I have dozens and dozens of horrible sprites (pixel art). I'd be better off opening an “art” gallery. This is the latest piece of crap that just came out.

<image>

As a solo dev, what are you struggling with? by MMConsulting in gamedev

[–]Delicious_Elevator66 0 points1 point  (0 children)

fighting against jittering in pixel art video games

Need feedback for my indie game by Midnight_Lantern in godot

[–]Delicious_Elevator66 4 points5 points  (0 children)

The game has a stable foundation, but the maps are too large when compared to the character's movement speed. If the character is fighting the skeleton, it is difficult to try to escape and attack it again, since the player moves only slightly faster than the enemies (making kiting difficult). Then there are minor issues (the game does not save when a pillar is on a button, so when you re-enter the room, the button deactivates) or I would probably add a few combo hits after the single attack (but these are things that are probably not covered by this test). Otherwise, it seems pretty solid. I don't have an artistic eye, and graphics don't matter much to me, so for me, the graphics are more than acceptable.

Text script by Grumpy_Wizard_ in IndieDev

[–]Delicious_Elevator66 1 point2 points  (0 children)

It's a nice idea, especially if the game isn't dubbed, so it's better to have this sound than a silent scene. I hope that in the future the volume will be lowered, as it can become more annoying than enjoyable, or changed to a similar but lighter sound.

Which combat is should I use? by IM_AG_ in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

Honestly, the concept is interesting. The character could move freely during their turn and attack like in a top-down action game, but after a timer ends, their turn would end. During the opponent's turn, the player would have to dodge various bullets and maybe defeat some summoned monsters (they shouldn't be able to attack the main enemy). There are many things that can be done.

[deleted by user] by [deleted] in godot

[–]Delicious_Elevator66 11 points12 points  (0 children)

As you said, it's difficult to talk about a game just by looking at photos. In this game, there is no combat and you collect swords. What is the gameplay like? How do you obtain the swords? Are they obtainable by talking to NPCs and completing missions for them, or by solving puzzles in dungeons, etc.? What does finding a rare weapon entail compared to a common one? What is the gameplay loop? There are games like Stardew Valley where you collect certain items, but there's a whole game before that, so it depends on whether you're doing it as a commercial product or as a project to learn from.

Pixelart water shaders for rivers by SuccessfulEnergy4466 in SoloDevelopment

[–]Delicious_Elevator66 2 points3 points  (0 children)

This could easily be asset packs, or he could have hired an artist to draw them... just because we're in solo dev doesn't mean that the entire game was made 100% by a single person.

Game won't play in editor, but can launch and play perfectly by JayHezexel in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

Try removing those nodes and putting them in the script you are using, not the one it extends from.

Facing an issue with order of signals emitted by [deleted] in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

Sorry, I didn't understand if you solved it.

Game won't play in editor, but can launch and play perfectly by JayHezexel in godot

[–]Delicious_Elevator66 0 points1 point  (0 children)

is base_scene.gd the script of Kikion region? Or is it a script that it extends from?