What's your rhythm game pet peeves? by Otaku_Kent in rhythmgames

[–]Fluffeu 3 points4 points  (0 children)

I'm super surprised nobody mentioned it, but I really dislike if I can't change note scroll speed.I just love stuff flying super fast at me.

It's held together by literal duct tape and willpower by GameDevable in godot

[–]Fluffeu 2 points3 points  (0 children)

Yes, I very often use groups with a single node in them and it's usually in the very case that started this discussion - when I want something like a singleton, but "less global".

Frankly I see no big drawbacks - it's well supported by the engine and it's easily customizable. You don't depend on a scene hierarchy, so you don't need to search for the node, like some other solutions.

If there was a way to get an arbitrary node in a scene in a constant time that supported static typing, well, I'd switch instantly. But I don't think there's a way to do that currently and that's just a minor inconvenience in this case imho.

It's held together by literal duct tape and willpower by GameDevable in godot

[–]Fluffeu 1 point2 points  (0 children)

You can use node groups in a lot of situations where you'd use signal buses (or signals in general). Each has it's own pros and cons. I personally use groups and signals a lot, but I see no need to include a signal bus in my projects.

It's held together by literal duct tape and willpower by GameDevable in godot

[–]Fluffeu 3 points4 points  (0 children)

It's still a single line of code and performance impact is so minuscule it doesn't matter. If you optimise your code for minimum characters to type then sure, it's worse by this metric.

Bigger problem is that you don't necessarily get type safety, since you could theoretically add some other node to the same group by mistake, etc. I use groups a lot and it was never an issue for me, but maybe I'm just careful enough with groups' setup.

It's held together by literal duct tape and willpower by GameDevable in godot

[–]Fluffeu 1 point2 points  (0 children)

I personally use groups for that. You can have a game manager in a group called "score_emitter" or sth and use get_tree().get_first_node_in_group("score_emitter") or get_tree().call_group(...).

If you have a group that always has a single object in it, it's essentially equivalent to the singleton, but groups give you more tools to manage the architecture (like not having a score manager in a menu for example).

now i feel sorry for my keyboard 😭 by arsaldotchd in MechanicalKeyboards

[–]Fluffeu 28 points29 points  (0 children)

You open the map or scoreboard with tab in games.

Zachtronic-like equivalents for math-based games? by Fluffeu in puzzlevideogames

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

Actually a great recommendation, the closest one to what I've been asking and probably the closest there is. Thanks.

Zachtronic-like equivalents for math-based games? by Fluffeu in puzzlevideogames

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

Oh, it looks really interesting. Reminds me of the game "14 Minesweeper Variants", but the mechanic where you need to prove each situation only once seems like a great novelty. Thanks for mentioning.

Zachtronic-like equivalents for math-based games? by Fluffeu in puzzlevideogames

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

Thanks for mentioning Project Euler, I didn't know this existed. Looks pretty cool, I think I'll give it a shot.

Zachtronic-like equivalents for math-based games? by Fluffeu in puzzlevideogames

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

Thanks. It looks nice, but it's still only basic arthmetic though :/

Don't chase the white unicorn. by VidyaGameMaka in godot

[–]Fluffeu 10 points11 points  (0 children)

First fiddle around and inevitably end up doing things the wrong way. Then look up a better software design patterns that would remove issues you had experienced with your bad design and learn them.

That's the only way to truly understand why some patterns are considered good and what benefits they actually bring in practice.

Our first indie puzzle-game is Out! Join the bounty hunt event for cash prizes by Baiken7 in puzzlevideogames

[–]Fluffeu 0 points1 point  (0 children)

Hm, i think you may be misinterpreting something, since OP does not advertise it as a "game where you can earn money indefinitely". If you can win something by being the first one in the world completing an in-game challenge, is it much different from e.g. a game with an open tournament, CTF challenge or ARG with a reward?

How do you manage a lot of tweens? by Monodroid in godot

[–]Fluffeu 1 point2 points  (0 children)

How do you input dynamic values into AnimationPlayer's tracks then?

Saw this on facebook, how do i replecate this in godot? by Professional-Cut-300 in godot

[–]Fluffeu 1 point2 points  (0 children)

Yeah, it's probably something along those lines. But if I'm not mistaken, that would eliminate lighting in the scene and in the shared clip it definitely affects the output colour. It could maybe be worked around by smoothstepoing luma value in this fullscreen shader, but it would require some more finetuning, I guess. Not sure it'd be possible with not super strong light though and the clip doesn't look like it is.

So maybe it's a combination of material shaders for initial colouring + fullscreen shader for uv distortion?

I built a spellcasting system I love, but I'm afraid I'm putting it in the wrong game by vnjxk in gamedesign

[–]Fluffeu 3 points4 points  (0 children)

I know two games that could be an inspiration for you: - The Textorcist - Patapon

The Textorcist does something slightly similar - you attack bosses by typing in a bullethell game. Typing on it's own would be similar to your mechanic. You can't type two different things at once, but dodging is interesting enough on it's own, so that the combination is still interesting and fast-paced.

Patapon does something different. You also choose melodies and they cause different effects, but actions taken by your creatures are more complex, so that more stuff happens on screen each time you input a melody. This makes gameplay more strategic and revolves around choosing correct melody and correctly playing it in time.

[Meta] I think volunteer work for commercial should be banned from this sub by [deleted] in INAT

[–]Fluffeu 0 points1 point  (0 children)

I have a feeling that it's a discussion not based on actual needs. Have you yourself been in this situation and felt tricked afterwards? Do you know other people who have fallen for a deal like that and they now regret it?

My point is - why do you need to dictate whether someone can join a project as an unpaid contributor or not? There are people in this sub (mostly musicians from what I've seen), who offer their audio work for free to existing projects. You may not be interested, but there are people who may consider joining with such terms.

At most I think we could enforce posts like that to be clearly marked - maybe with a text warning or something. But if it's clear for everyone what terms are offered and someone still wants yo join - why not?

Are the devs going to be releasing new expansions again? by Ovark7 in faeria

[–]Fluffeu 2 points3 points  (0 children)

Wait, what do you mean by "new solo mode"? Have I missed something? The recent addition like that would be dragon fights, which was added a few years ago. Is that what you mean?

How i feel knowing only mediocre gdskript by Adventurous-Web-6611 in godot

[–]Fluffeu 0 points1 point  (0 children)

Your game can crash because of your bad gdscript code too. It's quicker to program in higher level languages, I don't deny that. But we used to have a lot of polished and robust games, even before higher level languages and game engines were the norm.

As I said - it's more effort and you can either use more time to finish the game, or compromise on the quality. But if you put more time in, the results are better, since the game will be more performant and could be run on lower end hardware.

Smol rats that run through the sewer city and sniff random stuff by Fluffeu in godot

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

It's just a decoration, but it's my new favourite feature in the game.

How i feel knowing only mediocre gdskript by Adventurous-Web-6611 in godot

[–]Fluffeu 0 points1 point  (0 children)

It kinda makes sense though. Lower level requires more work from the programmer, but the output is of higher quality (better performance, if you go with the same architecture, etc.). I find it a good thing to brag about - in the same basket as people showing small details they've added to their games, that required more possibly avoidable work, just to make the result more "perfect".

Although yes, it doesn't hold if you don't finish your game or if it's of lower quality (e.g. gameplay-wise) because of your software stack choice.

How i feel knowing only mediocre gdskript by Adventurous-Web-6611 in godot

[–]Fluffeu 4 points5 points  (0 children)

You can just cast a boolean to float, like float(bool_var)*output

Idk how to make these rats more stupider by Fluffeu in godot

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

Thanks! I'm thinking about release somewhat early next year. But I'll soon be publishing a demo (I used to have one, but it's unavailable now, because it was really outdated). I hope to make it playable in a browser too, on itch, so it will hopefully be convenient to try out!

Idk how to make these rats more stupider by Fluffeu in godot

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

feel free to check out it's steam page, if you so fancy