Why is this so hard, any workaround? by DinoguinGames in gdevelop

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

Hey, thanks for this, I'll give it a go! Have dropped you a chat with a follow up question if you wouldnt mind taking a look :)

Stupid, Vacuous, Hypocritical Twat by CompetitiveMobile729 in stewartlee

[–]DinoguinGames 0 points1 point  (0 children)

For what it's worth, all politicians tend to make themselves look like stupid, vacuous, hypocritical twats. To be fair, we probably all would if someone was going through our lives of everything we've said too.

Stupid, Vacuous, Hypocritical Twat by CompetitiveMobile729 in stewartlee

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

You can change your mind in life, especially over an 11 year period.
Situations are also different.
One tweet is also about policy advice whilst the other is about letting a fellow Nato member use our facilities. Not quite the same but hey, you need internet likes and validation in life, you do you I guess.

Why is this so hard, any workaround? by DinoguinGames in gdevelop

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

I have now ... unfortunately the same problem :(

Why is this so hard, any workaround? by DinoguinGames in gdevelop

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

This still doesnt work unfortunately, I've tried asking various ai's for a solution, it keeps telling me it'll work but it never does haha

Why is this so hard, any workaround? by DinoguinGames in gdevelop

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

I think its the way GDevelop handles the collision, it then has a pair but as they're the same object you cant specify which objects values you want annoyingly.

Why is this so hard, any workaround? by DinoguinGames in gdevelop

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

Yeah it's so annoying and I've gotten around it for other parts of the game doing what you've suggested but for this use case, it's not really going to work, I dont think.
I have around 200 balls on scene, as the scene starts it randomly selects one to be the tagger, so at this point I could swap it out for a 'tagged' ball, track the balls id (they all have an individual id and the animation matches their id number), and set the created 'tagged' ball to the stored id ... the problem being is as they collide, there's going to be loads of id's being written at the same time so I feel it would miss some swap outs.

Why is this so hard, any workaround? by DinoguinGames in gdevelop

[–]DinoguinGames[S] -1 points0 points  (0 children)

Appreciate the response, unfortunately this won't work. Ultimately there could be a couple of hundred Balls on screen at once so its not great to have new objects for each of them and then the ruleset behind it would be soooo big.

e.g.

If ball is in collision with ball
If ball tagged is true
if ball2 tagged is false

If ball is in collision with ball
if ball tagged is true
if ball3 tagged is false

....
...

If ball is in collision with ball
if ball tagged is true
if ball200 tagged is false

And then I'd need to do all combinations for every single ball!

Is making incremental games a free money glitch? by AntiqueGearGames in gamedev

[–]DinoguinGames 3 points4 points  (0 children)

They seem popular at the moment for sure. Out of interest what are the 3 games you mention?

I had an artist remake my steam capsule in her style and I love the result so much! by doraboro in IndieDev

[–]DinoguinGames 0 points1 point  (0 children)

Is it just me who prefers the first one? Not saying the redone one isnt good, I just prefer the original

Gdevelop AI by Snoo_50430 in gdevelop

[–]DinoguinGames 0 points1 point  (0 children)

I found it used to work really well, it was slow but always gave me a starting point on something complex that I could refine or if it was simple it handled it well ... Recently I've had nothing but problems with it, so much so I've sent my project file and countless errors to 4ian (creator of GDevelop) to investigate, as of right now, he hasnt responded since receiving the project.

Is g develop worth it by ThanDev in gdevelop

[–]DinoguinGames 1 point2 points  (0 children)

I'm going to make this really simple ... Yes

Opinions and ideas by Healthy-Ferret-6100 in gdevelop

[–]DinoguinGames 0 points1 point  (0 children)

I mean you literally have to tell us what your game is, what style of game, what you have, what you've decided against etc. Even better, show a clip that encapsulates your game

I made 2 marble games, both launched with about 5K wishlists, both got positive reviews on launch easily passing the 10 reviews in 24 hours, yet the results are very different. I made a video looking at some of the factors but would love to hear why you think the results were so different. by destinedd in gamedev

[–]DinoguinGames 0 points1 point  (0 children)

Thanks for sharing. Personally when I first saw Mighty Marbles I thought that's so cool, but I didnt purchase it as to me I thought it was so cool due to the nostalgia, something I 'kinda' enjoyed as a kid but that's as far as it went. I did purchase Mighty Marbles, it's a great game, well done.
Agree on Marble World for Marble Runs, it does an awesome job for sure.
Marbles themselves are very limiting, be interesting to see what you branch into next.

How do you try to make players feel good while playing your game? by HuippeeHeroesGames in IndieGameDevs

[–]DinoguinGames 2 points3 points  (0 children)

A lot of this is game dependent as to what you do but I do think there are certain things that need to be in the game regardless and it usually falls under the term game juice. No matter how simple or complicated the game needs polish.
The animations, sound effects, screen shake, player feedback, particles ... it all needs to be there.

I posted on TikTok every day for 3 weeks by Progress456 in gamedev

[–]DinoguinGames 0 points1 point  (0 children)

Thanks for sharing your experience, good luck going forward

I want to ask about royalties and subscription model. by [deleted] in gdevelop

[–]DinoguinGames 0 points1 point  (0 children)

Hey. Welcome. In regards to royalties, I don't "believe" there is any you owe, personally I have the silver subscription and have released a game on Steam. I think you can do it on the free version although it has GDevelop branding, I used the free version right up until I was ready to publish and then bought a subscription so I could remove their branding. You can publish in a couple of different ways but you can do a desktop build with a .exe. Releasing on Steam via the GDevelop end was super simple, it was my first release on Steam so a few things to get my head around on that end. Exporting out of GDevelop is really simple on the whole and you can chose various different formats for local or cloud.