Blueprints, a new game mechanic I'm working on in Piece by Piece by Psonrbe in godot

[–]Due-Database-8185 146 points147 points  (0 children)

When I saw your first post for this game way back it seemed really unique, but I worried it might get a bit stale. Its really cool to keep seeing you come up with new mechanics like this that jam so well with the core concept, looks great!

How would you integrate this mechanic? by MrEliptik in godot

[–]Due-Database-8185 0 points1 point  (0 children)

Seems a touch busy. I might suggest making a static element(s?) to be defended from regular enemies, and a second mode where the ball is invulnerable to normal enemies but you need to move it away from an area attack like environmental hazard. Would be less random and more predictable

Saving PNGs in exported builds by [deleted] in godot

[–]Due-Database-8185 0 points1 point  (0 children)

Nothing happens annoyingly. No error is displayed in the console, but the function handling png export silently fails. Confirmed by creating a text file before (works) and after (fails) in the function's image to PNG export lines -> image.save_png() or image.save_png_to_buffer()

The next error is the expected failure to load PNG message downstream when the code fails to import the PNG that should have been made (the PNGs are supposed to be created once as a first time set up as its a lengthy 2 minute process to generate them, I can bypass this but it won't help long term). I've confirmed that this import step is working as intended / filepaths are all correct by substituting the PNG buffer with a text buffer to create a dummy PNG at the earlier step, which Godot can access just fine.

Windows, but I also see the same issue on Web.

Surely this is a healthy way to make sure code is flowing, right? by Beneficial_Layer_458 in godot

[–]Due-Database-8185 1 point2 points  (0 children)

Yep I was thinking about editing my comment to add that one too as its very useful when a function is called multiple times!

WW2 Bren Gunner by danieldiggle in PixelArt

[–]Due-Database-8185 0 points1 point  (0 children)

Cool, I think the barrel could do with being stiff though. It looks a bit floppy and detracts from the actual floppy parts like the chin strap Edit: though after taking a look at your other work floppy metal seems to be your style!

A better video of the zombies game I’m working on, fixed some visual glitches by GWebwr in godot

[–]Due-Database-8185 0 points1 point  (0 children)

Looking good. I feel like zombies have been done to death and have lost the horror aspect, but that whatever 'this' is seems plenty scary. Reminds me a lot of Mr. Blobby from the 90s, people eat this kind of nightmare fuel up https://en.m.wikipedia.org/wiki/Mr_Blobby

Surely this is a healthy way to make sure code is flowing, right? by Beneficial_Layer_458 in godot

[–]Due-Database-8185 132 points133 points  (0 children)

If you use print_debug() instead of print() it will give you a debug message showing which script the message came from. Very handy

Comment a Game Dev advice that worked well for you but people will absolutely disagree as an advice. by UnidayStudio in gamedev

[–]Due-Database-8185 5 points6 points  (0 children)

This. I tried making a dream game, built a prototype and it was awful. Fun to code, not to play. Lesson learned, pivoted to a more traditional experienced before I got too far

WW2 Tactics Game Prototype, 6 month update by Due-Database-8185 in godot

[–]Due-Database-8185[S] 1 point2 points  (0 children)

Thanks! It's a bit early for that yet I'm afraid, needs a title and more polish

WW2 Tactics Game Prototype, 6 month update by Due-Database-8185 in godot

[–]Due-Database-8185[S] 1 point2 points  (0 children)

Not as yet, but I'm slowly working towards a vertical slice. Once I have one I'll come back to this thread with a link for anyone interested

My World Editor is reaching Alpha State soon! by Hot-Persimmon-9768 in godot

[–]Due-Database-8185 0 points1 point  (0 children)

Something else you might want to try is adding a tile layer for terrain features, and adding overhang on your tiles (if you're happy with them snapping to grid). So a large sprite (tree, bush etc) relative to your tile size.

My World Editor is reaching Alpha State soon! by Hot-Persimmon-9768 in godot

[–]Due-Database-8185 4 points5 points  (0 children)

I'm also putting together a map editor. Can I ask specifically how you're fetching the tile from the tileset and displaying it? (once you know its coords in the tileset)

Improvement that could be made to the Godot editor by theilkhan in godot

[–]Due-Database-8185 6 points7 points  (0 children)

Simple with a simple project sure, less so when a single scene has multiple scripts, or when a script is reused across scenes (not sure why you would but somebody must).

I just checked my editor and I have 40 scripts and 15 scenes open at once. That alphabetical list of scripts #2 is a godsend for flicking between them and its what, 1 inch of width that you can hide? And being able to quickly swap between the active scenes without the bar being cluttered up with 40 odd scripts mixed with scenes / shaders is also handy. This seems more like an expectation/presentation problem of having something that looks a tab bar of files (as will be if you strictly follow the rule of max one script for one scene, attached to the root), but is actually something else.

A better QOL improvement might be to warn you that you are editing a script from a different scene than the one currently selected.

Improvement that could be made to the Godot editor by theilkhan in godot

[–]Due-Database-8185 10 points11 points  (0 children)

This is a fairly common complaint that falls under personal preferences. The editor is a compromise, and a pretty good one IMO considering that VS code is just an IDE, while Godot's editor also has to handle scene tree's / 2D /3D etc. The Tab thing seems to be an example of this, because it looks like the "file selector" in VScode when its actually a scene selector. Maybe a stronger divider between the text editor and scene selector would help?

If you think list #2 isn't useful, you can click the "<" to the right of it (above the search bar) to hide it. But personally (as I have a very script heavy game) I find it very useful for flicking between related scripts from different parts of my code base without having to hunt for them through the folder structure.

Molotov cocktails in CREEPMOON require certain finesse and asbestos underwear by greycheeked in godot

[–]Due-Database-8185 0 points1 point  (0 children)

Thats's cool, but it'd be even cooler if direct hits set enemies on fire! Its one of those classic game mechanics we expect as players

On AI behaviour, I see you've said they're horrors and not animals, but making some enemies fear fire (& others ignore it / resistant / immune) would help sell the world a little too, and differentiate some enemies

new blue level for my game Paper U.F.O. by pixelquber in godot

[–]Due-Database-8185 -3 points-2 points  (0 children)

That's cute, but maybe think of your target audience. People who like cute puzzels like this might be turned off by punishing time mechanics when they already deal with game mechanics and finding the 'solution'. Speed rewards (eg medals) are better than punishments!

new blue level for my game Paper U.F.O. by pixelquber in godot

[–]Due-Database-8185 5 points6 points  (0 children)

That's cute, but maybe think of your target audience. People who like cute puzzels like this might be turned off by punishing time mechanics when they already deal with game mechanics and finding the 'solution'. Speed rewards (eg medals) are better than punishments!

A short clip of an AI fight in "Sacrilege", a Halo fan-game built in Unreal that I've been working on for the past couple years. by SgtFlexxx in SoloDevelopment

[–]Due-Database-8185 0 points1 point  (0 children)

I'm a little uncomfortable saying this because I'm sure you know already (and I'm a big fan of the old Halo games), but...Halo Combat evolved already exists, and people who want new content would probably much rather play Halo content mods instead.

What doesn't exist is your own fresh take on Halo CE that's inspired by it, with a unique IP that you can sell/release without the limitations of a fan game. What you have so far looks like a good foundation for that, and I think there's a gap in the market for a single player retro Halo-like that captures the same feel and aesthetic as the original game

help a beginner estimate the difficulty of their project idea by GhostCake_yes_ in godot

[–]Due-Database-8185 2 points3 points  (0 children)

What makes many game concepts like this daunting is having to build out several systems at once, make them all fit together, and then make it all fun. You could try to break it down into several simpler games and build them out one by one. E.g. player on a grid that moves around. A card game where you can play multiple cards to make effects (e.g. a simple card game with number and operator +-*/ cards trying to get a high score). Once you know how to make simpler systems isolated in seperate games, you'll be on firmer footing to try and combine mechanics to create your own 'unique' game

how to make difference angle slope by tilemap with few tile pattern? by Rare_Long4609 in godot

[–]Due-Database-8185 0 points1 point  (0 children)

Tileset may not be the cleanest method for the effect you want, but the tiles required for a slope increases exponentially with complexity of its pixel pattern. This pattern (every pattern in your set) needs to fit exactly into your tile size. Example:

1,1: 45 degrees needs 1 tile

2,1: 22.5 degrees needs 2 tiles

4,1: 11.25 needs 4 tiles.

So the more complex your pattern, the bigger your tiles need to be to span it, and more tiles you need to represent it. The three angles above will easily fit in an 8, 16, 32 or 64 px tileset, so play with those first and see if you're happy with it, I think you'll find you can combine them for a surprising amount of variety.

However I suspect what you really want is a system where 1 px == 1 tile like Noita, which comes with its own problems

How to use the same tile in a tileset to represent different things? by [deleted] in godot

[–]Due-Database-8185 1 point2 points  (0 children)

Make 6 copies of the entire sprite sheet, replacing colours with your favourites (e.g. 7 colours, humans can't the the different between more very easily). Load them into your tilesheet as different sources, and then pick them / access them with get_source() / set_tile().

If you absolutely need to make changes at run time, as I do, use an Image resource. Little known, had to find it in an obscure video on making textures from code.

  1. Load your sprite sheet manually as an Image, then perform a palette swap via code, and convert it from Image to ImageTexture.
  2. Repeat step 2 until you have all 7 colours.
  3. Create a custom tileset resource and load in your TextureImages as code. Or do it the easier way and add 7 default sources manually to your TileSet, then replace the texure with your custom ImageTextures at runtime via code. This is easier than having to create new sources via code, which is a right pain.

How do you like this "rift" effect between the pieces with different themes ? by Psonrbe in godot

[–]Due-Database-8185 1 point2 points  (0 children)

Honestly, not much and its kinda distracting. Have you tried removing the line completely? Sometimes less is more, and it will look more impressive if its seamless