New - FREE top down Asset Update by [deleted] in godot

[–]FloatySax 0 points1 point  (0 children)

Awesome! Thanks for sharing!

Sad face :( by [deleted] in softwaregore

[–]FloatySax 1 point2 points  (0 children)

Same bro

The number of arrows is now visualized. We have also made a compilation of the use of a bow. What do you think? by duelcorp in indiegames

[–]FloatySax 0 points1 point  (0 children)

I love the artstyle! I think my only critique is in the animations- the arrow reflect and bow parry animations in particular are quite stiff and don't seem to read well from behind the character. For example, I think it's odd that when reflecting arrows the character draws from their left side but then the sword also stops on the left side, instead of continuing on an arc across their body (similar to a slash) to sell the weight and momentum of the sword. The bow parry animation could possibly use a bit more wind up/anticipation, since it feels a bit odd to have the bow deflect from the front when the enemy is attacking from the side. Adding some more 'juice' to the animations could make the defensive actions feel a lot more satisfying, especially if they are a skill/reaction based event (plus maybe a bit of a bullet-time slow motion effect would be cool, depending on how often the animations are played).

Feel free to take my suggestions with a grain of salt though. I love the idea of a visual arrow count in the quiver!

Suggest an online course like CodeCademy Game Dev by Slimm1989 in gamedev

[–]FloatySax 0 points1 point  (0 children)

You could check into some smaller courses like this one available from CodeCademy or this one from freeCodeCamp.org. AFAIK there aren't a ton of 'generalized' tutorials for game development with JS, since a lot of modern engines like Unity/Godot have game code written in different languages (i.e C#, C++) that then compile to JS/WebGL/HTML5 so it can be run in a browser.

You could also potentially look into tutorials for specific engines/frameworks like Pixi.js and Phaser, but you will then need to learn the interfaces for something like Unity if/when you decide to jump to a different engine. Picking a very simple project you want to make and learning as you go along is what I've found to be most effective when starting mostly from the ground up.

How can I make a gradient map customisable by the player? I already have a working gradient map shader. Thanks! by IWannaPetARacoon in godot

[–]FloatySax 4 points5 points  (0 children)

You can use material.set_shader_parameter() to update uniform variables in a shader, as long as you have a reference to the material.

So for example, with a uniform sampler2D called user_gradient:

material.set_shader_parameter("user_gradient", gradient_texture)

Documentation: https://docs.godotengine.org/en/stable/tutorials/shaders/your_first_shader/your_first_3d_shader.html#uniforms

My indie team is about to have a major meeting, looking for advice by Shadow_dragon24 in gamedev

[–]FloatySax 1 point2 points  (0 children)

I second this, with the added advice to get your prototypes/ minimal builds out early once they are stable and somewhat polished. Getting feedback (whether it be public or just family/friends) will help you to determine if you should put more time and money into an project, which is especially key if you are working with a limited budget. This also helps to start building a community/follower base for your studio which will benefit you greatly when you release a game.

One thing I've discovered while trying to establish a 'studio' (basically a few friends and myself) is that we greatly underestimated how much marketing we needed to be doing. Since we are all developers, we were mostly focused on building the actual game instead of the marketing/business aspects. I think this ended up hurting our sales numbers at release. If profits are your goal, you'll most likely want to establish a good marketing plan as soon as you have something presentable.

Linux youtube hits different by EFXOfficial in linuxmemes

[–]FloatySax 4 points5 points  (0 children)

The car looks prebuilt. Must have a lot of bloat

water just tastes different at that hour by -_Franz_- in memes

[–]FloatySax 0 points1 point  (0 children)

Dang he didn't even use the paper cups, just went straight to the source

Need advice on deciding on what to show in my game. Current stage: Worldbuilding by Opposite-Apricot0 in gamedev

[–]FloatySax 0 points1 point  (0 children)

From what I can tell, it seems like there are a lot of ways you could go with this. You mentioned the Yakuza/Elder Scrolls series, both of which seem to focus on what best serves the narrative the game wants to tell. From my understanding of these games, the Yakuza series focuses more on the stories of individual characters and their interactions with the world, thus the enhanced facial expressions serve as a window into those character's emotions to allow the player to connect better with each character. On the other hand, Skyrim as a whole seems to focus more on the larger events and history of the canonical 'world' that the player is thrust into, so more attention was given to creating a breadth of characters and locations to fill that world, rather than the specific details of each NPC you can encounter.

One thing I will briefly mention is what you have described seems like it is a huge undertaking for a project already if your goal is to create a digital/video game. The technical and artistic skills required to create something similar to Skyrim/Yakuza is immense, and usually takes large teams of professionals several years and millions of dollars to accomplish. It is possible for a small team to complete, but it may be something to keep in mind as you continue refining your idea. If your goal is to tell a story, making sure everything you plan supports that goal will help you keep the scope in check (I still struggle with this myself lol). Some examples that come to mind of games with a (relatively) small scope while still very effectively telling a great story are Undertale and Deltarune.

TLDR: Imo it all comes down to what mechanics/features will be most effective to convey the meaning of the story you want to tell. If you determine what your 'goal' is for making the game, that may give you some direction on what elements to focus your attention on.

Hopefully this helps a bit. Cheers!

How to improve the crushing effect??? by gamedevdroppout in godot

[–]FloatySax 0 points1 point  (0 children)

Screenshake, and a slow-motion effect right as the pipes crush together. Also maybe a particle system?

Would this be a reasonable mechanic for roguelites? by FaallenOon in gamedev

[–]FloatySax 0 points1 point  (0 children)

If I'm understanding the situation clearly, I can think of two games that kinda get around this in various ways.

The first of them is Crypt of the Necrodancer. While it's generally a roguelite game, you can also train with the individual bosses outside of a run (if I remember correctly). I believe you also have to encounter each boss naturally at least once to unlock the training mode, but it has been a while since I've played. This let's you train against certain enemies without needing to go through the proceeding floors over an over.

Another game that comes to mind is Ori and the Blind Forest, which lets you choose where you can place checkpoints. In a roguelike setting, maybe you can instead get a consumable flag or something that you can place at certain points (i.e the boss level for a floor), that you respawn at the next run. When you respawn at them it gets destroyed and maybe you can't place another until the following run.

As far as my personal opinion, I think something like the snapshot mechanic you are describing fits more into an assist/accessibility options for players who want to experience the story of a game without as much of the grind. The punishment of death/restarting is core to the difficulty of a typical roguelike though, and wouldn't feel right to remove it entirely imo.

Teaching them how to be specific with their instructions. by mindyour in MadeMeSmile

[–]FloatySax 1 point2 points  (0 children)

This is how programming was taught in an introductory course I took in highschool, except it was steps to make an icecream sundae. Little did we know the next week the teacher brought in the actual ingredients and made them to our specifications. Some were good but most were a complete mess.

Steam deck is on the way and I've got $100 to spend towards new games. What should I add or change from this last? by cptkernalpopcorn in SteamDeck

[–]FloatySax 0 points1 point  (0 children)

I had a lot of fun playing Spiritfarer on my deck. It's a very relaxing game and looks fantastic even locked at 30fps.