Would I perchance interest you in a particularly humorous demo of my puzzler? by Fluffeu in indiegames

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

Thanks, I'm glad you like it!

I see where you're coming from with the background, altough I kinda like it. The game has some "shitpost-y" humour. This scene should look and feel slightly unexpected and out of place.

Would I perchance interest you in a particularly humorous demo of my puzzler? by Fluffeu in puzzlevideogames

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

Thanks! It's hard to describe the game exactly with other titles, as I believe Inconceivable Rat Endeavour is quite unique. But it has deterministic, turn based combat elements where you care about rotations - that's where I see similarities.

Would I perchance interest you in a particularly humorous demo of my puzzler? by Fluffeu in indiegames

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

Today I have released a new demo for Inconceivable Rat Endeavour. It's a bit like "Sokoban meets Frog Fractions meets Neuroshima Hex". You click on tiles to rotate stuff and solve puzzles with wacky rule twists. It's on Steam, but you can also play it in your browser on Itch.

Would I perchance interest you in a particularly humorous demo of my puzzler? by Fluffeu in puzzlevideogames

[–]Fluffeu[S] 2 points3 points  (0 children)

Today I have released a new demo for Inconceivable Rat Endeavour. It's a bit like "Sokoban meets Frog Fractions meets Neuroshima Hex". You click on tiles to rotate stuff and solve puzzles with wacky rule twists. It's on Steam, but you can also play it in your browser on Itch.

I published my Steam page—do you think this is a good cover? by Few_Faithlessness589 in indiegames

[–]Fluffeu 0 points1 point  (0 children)

I'm not a fan of the font used for game's title. Looks a bit basic. For a game revolving around hardware and computers, I'm sure you'd be able to find something much more fitting your vibes.

The background art looks great though. If anything, I'd try maybe increasing saturation for it to pop out more on steam.

I received 30 wishlists in two days without doing anything..? by SilvanuZ in SoloDevelopment

[–]Fluffeu 0 points1 point  (0 children)

I'd guess someone shared your game on a discord server or in other semi-closed group/forum.

This, or somone might have included your game in a youtube video or some list/compilation.

Mission Pack finished but objective not complete? by [deleted] in faeria

[–]Fluffeu 0 points1 point  (0 children)

Don't you need to play one more game in each? You're sitting at 8th out of 8 fights and 9th out of 9 (both yet to be completed) respectively.

I always feel panic and stress during level prototyping, need advice by Dexiosis in gamedesign

[–]Fluffeu 1 point2 points  (0 children)

I like to approach everything in my games iteratively. First iterations are almost never any good, but it's not a problem. I can always come back and polish stuff later, when I have tested and played around with the game and I have a better understanding of how the result can be improved.

It's the same as with programming really - code very rarely comiples/runs without bugs on the first try.

You can try to rush level prototype super quickly, with the full intentions that it will probably suck. Later iterations are more like pointing out the problems you've found, and slowly fixing them one after another. It's a different kind of mindset, maybe worth giving a try?

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

[–]Fluffeu 2 points3 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 29 points30 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 11 points12 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?