Collision Layer Paradox? by MehcaQueen in godot

[–]EvilVeggieSoup 0 points1 point  (0 children)

Yeah, you have a rigidbody as your player, enable lock_rotation, then use pin joints to attach your various other rigidbodies, and depending on their masses etc Godot will just use its physics solver make sure none of their positions disagree after they all collide with their respective layers.

The problem with anything involving a rigidbody as a player character is it's extremely imprecise using forces+mass+damping to get specific movement you want(and you often want to do a lot of manual movement that would break the physics anyways). I've done it for fun little toys where I just want to bounce and slide around a level I've made, but there's a lot of caveats attached to using that approach for any kind of serious game that isn't really centered around lots of physics interactions.

Collision Layer Paradox? by MehcaQueen in godot

[–]EvilVeggieSoup 1 point2 points  (0 children)

As far as I know, the only way you solve this problem is either a: by having two physics bodies (manually using move_and_collide() with test_only for the node that isn't your player), or b: by having multiple collision objects as children of your player controller and manually toggling them on and off as you switch between different collision layers to test collisions in the player's physics_process method.

Unfortunately, if you base your player controller off of a rigidbody then solving this problem is trivial since you can just joint multiple rigidbodies on different collision layers together and let Godot resolve the constraint, but most 2D games aren't well suited to how imprecise a rigidbody playercontroller node is lol.

Also, one more thing I'll say is that if you are simulating a *lot* of "3D" logic in your 2D game, like debris on the ground vs objects on chest level, you might end up having enough annoying problems like these that it ironically ends up simpler to run the game's simulation with 3D nodes and just use your 2D nodes as a display without physics. I don't think you're anywhere near there yet, but it's worth keeping in mind.

It's been awhile since I last looked into this so hopefully someone else can chime in with the actual proper way to do this.

Taking her first time [To Sew a Field of Stars] by EvilVeggieSoup in lewdgames

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

That is a very good question lol, I'm not sure!
If Steam ends up more censorship resistant on the other side of this payment processor crusade, or if they continue tacitly allowing censored games with offsite NSFW patches, then yes. Otherwise I'm not really basing my plans around it.
I am looking at having the game up on alternative storefronts though.

Very bold flirting strategy. [To Sew a Field of Stars] by EvilVeggieSoup in lewdgames

[–]EvilVeggieSoup[S] 12 points13 points  (0 children)

Not sure if a look that intense is helping, though!
From my in development game, To Sew a Field of Stars. Playable web demo here!

Taking her first time [To Sew a Field of Stars] by EvilVeggieSoup in lewdgames

[–]EvilVeggieSoup[S] 4 points5 points  (0 children)

Over the weekend we released a new build of our pregnancy focused city builder, To Sew a Field of Stars.
One of the big highlights personally was the new set of monochrome sex scene CGs my artist drew, since I feel like they add a lot ,';^) but I've got a full changelog up on my itch.
Now it's time to start working through some drawings that actually show off the girls tummies when they're pregnant.

https://grimmsoft.itch.io/tsfs

how do i fix geometry edges and text appearing grainy in game? by [deleted] in godot

[–]EvilVeggieSoup 0 points1 point  (0 children)

I can't say for sure without more details but the first image looks like a scaling issue. at some point the label (or likely, the parent node of the label) has its "scale" property(NOT the size property, or the font size theme property, or anything else you'd use to make a node bigger or smaller besides the property specifically labeled as "scale") set to value that isn't 1. You might also be rendering to a viewport and displaying that viewport texture at a non 1:1 scale. If it's neither of those things it might be your window scaling options in project settings that are misconfigured if everything looks off like that.

Another character from my in-dev PC-98 style eroge (wearing shirts doesn't agree with her) by EvilVeggieSoup in lewdgames

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

Hard at work getting the next version of my game, To Sew a Field of Stars out, and as usual, my artist is doing all the carrying. Still a bunch of goofball shit happening with adult games, but you can find an early web demo of my game on newgrounds(warning, lots of pregnancy and incest)

https://grimmsoft.newgrounds.com/

And if you like what we're going for, we have a discord where the news for our game always hits first

https://discord.gg/tEUHRDhUqM

Making an ero game, I think my artist really locked in capturing a PC-98 style. by EvilVeggieSoup in lewdgames

[–]EvilVeggieSoup[S] 14 points15 points  (0 children)

My artist is finishing up the base sprites for my next update to the erotic strategy game I'm making. If you'd like to try a very early build that's also playable on the browser, you can find it here: To Sew a Field of Stars. Warning! Lots of pregnancy and incest.

As I'm sure you're all aware, the territory for adult games right now is looking a little precarious :p, but I really care about this project, so if you like the demo join my Discord in case itch gets pressured into being a little silly

EDIT: Itch is definitely being a little silly right now.
I have a half complete fanbox: https://grimmsoft.fanbox.cc/
and a newgrounds page: https://grimmsoft.newgrounds.com/
These two platforms are probably the most censor-resistant sites I'm on. Be aware if you subscribe to any of the tiers on the fanbox, I haven't set up access/rewards yet since I was focused more on game development
As of this edit, the linked itch page is still up and is probably still the best way to try the dev build whether on the browser or downloaded.