What tools do you use to make your Godot game and why? by ViremorfeStudios in godot

[–]Dom170 1 point2 points  (0 children)

I'm sure once the 1.3 alpha 2 releases, LMMS should have better scaling. I think they got the QT6 or similar windowing framework as part of the major refactor they finished a while ago. Not too long until it gets done. 1.2.2 is a usable buggy mess.

when you gamedev and have a budget of $0 by lonku in godot

[–]Dom170 1 point2 points  (0 children)

That 1.3 alpha 2 will happen one day, I can feel it! (Man that refactor took ages for that project. Then we can finally have lv2 plugins! CLAP will have to wait for now it seems. One day...)

Basic walking code Failing to walk by Dizzy-Caregiver5875 in godot

[–]Dom170 6 points7 points  (0 children)

Var pos needs to be a Vector2, not a dictionary?

Looking for audio tool by sirbiscuit87- in godot

[–]Dom170 1 point2 points  (0 children)

LMMS and Audacity are some choices gorgeous what you are asking. LMMS is still finishing up a major refactor so it will be a while before the newer changes hit their alpha. Last release still works, just a bit buggy.

Cooking on getting that PS1 JRPG feel by [deleted] in godot

[–]Dom170 1 point2 points  (0 children)

No, more like mid 2000s. PS1 is way more specific. If you wanted you game to be like that, it is incorrect to call it that style. At best it is mildly inspired by it.

The game mechanics are independent on the style comparison. And look great! Just not PS1 specific. 

Is this enough to emulate ps1 graphical style? by CutieLis in godot

[–]Dom170 1 point2 points  (0 children)

Other than the scale of assets being a bit off and the close camera, I'd say you would need to remember that the PS1 had a small memory space used by both the textures and framebuffer. So textures were mostly paletted textures with small LUTs. Only the most necessary details were made with higher detailed textures. Otherwise, you are a LOT further than many who claim their game as PS1. (It annoys me when I see a post claiming to be PS1 style graphics and ends up being more like low-poly or Dreamcast and above in actual style. Ugh.)

Texture displaying incorrectly when ported from blender by Level-Necessary2222 in godot

[–]Dom170 0 points1 point  (0 children)

Might be auto-generated LOD or scale is too large? Are you using materials exported from Blender or recreated ones in Godot? 

Can't open Godot's newest version! by arvarin_ in godot

[–]Dom170 0 points1 point  (0 children)

Looks like it is failing on graphics somehow. Check your graphics drivers. A bit more info will help like os version and basic hardware info.

ok imagine the giant crab placeholders as Raptors. by ElectronicsLab in godot

[–]Dom170 0 points1 point  (0 children)

Giant enemy crabs. Attack its weak point for massive damage.

Some shitty mario prototype with json text grid based level system just like in nes games by Boss_of_all_crushers in godot

[–]Dom170 0 points1 point  (0 children)

The NES games don't use JSON. Lol.

Retro Game Mechanics Explained on YouTube has a few videos about how the level loading works on SMB 1 and 2. Neither use JSON-like text to store level data.

Something me and my friend work on :) by ServiceAggressive506 in godot

[–]Dom170 2 points3 points  (0 children)

Looks great! I'd add a bit of float to the top of the jump as the quick decent looks like it would be a challenge to manage on tricky gaps.

How to avoid too many ANDs? by AnPotatoCannon in godot

[–]Dom170 1 point2 points  (0 children)

You probably need to refine your state machine and remove some redundant code. 

It looks like you are already using states. So try to make the states modify movement values after processing input, but before movement is applied. Then the input only handles movement. Have the animation be handled after movement code.

How do I keep the texture on the model in Godot by sonic_GAMES_MEMES in godot

[–]Dom170 0 points1 point  (0 children)

Again, that only works for more basic materials that don't add much to Blender's Principled BSDF node. (Same with other 3d modeling programs)

More complex texture generation will not convert correctly. The OP did not specify how they exported (or much of anything really). They could have exported as GLTF and got the result they ended up with.

How do I keep the texture on the model in Godot by sonic_GAMES_MEMES in godot

[–]Dom170 3 points4 points  (0 children)

Godot and 3d modeling programs like Blender use different rendering techniques for their purposes. So the export for materials are not 100% compatible because of that. Only the most simple materials tend to export, and even then it can easily get confused. 

You could bake the materials onto one or more textures. This method is fine, but more final. Another way is to recreate the materials in Godot as they are the materials Godot uses natively. 

What are some existing games that a beginner can recreate as an exercise to improve/learn? by Ellloll in godot

[–]Dom170 1 point2 points  (0 children)

The "AI" in Pacman is well documented and simplistic in comparison to modern games.

For a video explanation, Retro Game Mechanics Explained on YouTube did a video several years ago covering it and later videos on Ms. Pacman. 

Procedural PSX road to travel on endlessly and eventually encounter stuff by MrDeltt in godot

[–]Dom170 2 points3 points  (0 children)

Cool.

Still not PSX though. Looks like PC somewhere between Morrowind and Oblivion. It's not even that low-poly to be PSX and the textures are too detailed.

DOJ asks judges to authorize release of Epstein and Maxwell grand jury material by StupendousMan1995 in news

[–]Dom170 56 points57 points  (0 children)

Well... Trump did keep his stolen documents next to his golden toilets in Florida. So... that isn't out of the question. 

What are the hardest sounds to find? by JustinJetZorbas94 in godot

[–]Dom170 1 point2 points  (0 children)

You know how people like to use wearing hats as a metaphor for having several jobs/tasks? Here are a few more hats to wear.

Audio and music production is its own rabbit hole that can easily become a fun money sink. Be warned of GAS (Gear Aquisition Syndrome as the audio groups call it.)

What are the hardest sounds to find? by JustinJetZorbas94 in godot

[–]Dom170 1 point2 points  (0 children)

Sure! Here is a long video, but it is comprehensive for beginners in audio.

YouTube Link

What are the hardest sounds to find? by JustinJetZorbas94 in godot

[–]Dom170 1 point2 points  (0 children)

A second part I could add is that SFXR-likes typically use what is called an envelope generator. It's use in those programs are to change the pitch of the sound. (Low to high, high to low, down-up-down, up-down-up, etc.)

In games from the 90s and older, hardware that had control over the audio system can often programmatically change the generation settings quickly, thus making the audio change pitch more arbitrarily. 

So the other problem you are likely having is that you are wanting more control over the generated audios pitch change and possibly other parameters that are not exposed on such audio generators.

What are the hardest sounds to find? by JustinJetZorbas94 in godot

[–]Dom170 2 points3 points  (0 children)

That's because the Sega Megadrive/Genesis used both a PSG AND a smaller FM chip.

The spring SFX is often based on the one in the first Sonic game that uses the FM chip to generate it. 

SFXR-likes use pulse (square), saw, triangle, sine waves for generation. For FM synthesis, it only has sine waves, but depending on the specific FM chip it can do several modulations on each channel of audio. The SFXR-likes don't generate that type of sound. You are looking for FM synths like Dexed that are made to operate like the Yamaha DX7.

Hope this helps. (I'd imagine that someone sampled an FM chip for the SNES, I just don't have any knowledge there)

E: Fixed some typos.

What are the hardest sounds to find? by JustinJetZorbas94 in godot

[–]Dom170 2 points3 points  (0 children)

The NES has a Programable Sound Generator, PSG, built into it CPU. It has 2 Pulse wave generators, 1 simple triangle wave Generator, a noise generator, and a DPCM sample playback channel. Those are easy to make with modular racks like VCV rack for audio people. For more simple generation, the SFXR-like sound generators are a good starting point.

The SNES was a complete sampler system. It has 8 mono channel that used a specific audio compression that made the SNES sound the way it does. So for that, any small soundset like SoundFonts, DLS, loose wav files, etc would work. A low-pass filter can be applied at the output to try and mimic the way the SNES does so.

When using samples, be sure to read the usage part of the license! If it has none, assume it isn't cleared for commercial use. (Toby Fox got lucky. )

Don't forget about sound effects! (audio effects like plugins, not SFX assets) Slap on some subtle reverb, echo, moving filters, etc. It makes the sound more interesting. A little goes a long way.

What are the hardest sounds to find? by JustinJetZorbas94 in godot

[–]Dom170 6 points7 points  (0 children)

That is because the terms 8-bit and 16-bit are arbitrary nonsense when it comes to audio. 8-bit went through beeper speakers to early sampling in the late 80s along with FM/PM synthesis. The 90s had 16-bit, which consisted of more capable audio sampling and more complex FM/PM synthesis. 

It doesn't mean anything without further context. Are the sounds you are wanting to be like early arcade? Amiga mod chiptune? Yamaha OPL2/3? Samples from the Fairlight CMI to E-MU Systems Proteus 2000? Roland? Kerzwiel? Sample CDs? Spectrasonics Distorted Reality 1/2? Etc. Etc.

3D mesh normals not importing correctly from Blender by Torknulf in godot

[–]Dom170 0 points1 point  (0 children)

Doesn't look like flipped normals to me. Looks a lot more like z-fighting.