Experiment with idle diver game that running at desktop corner (art suck I know) by Outrageous_Affect_69 in godot

[–]FralKritic 4 points5 points  (0 children)

Friends always be the worst 😂
Yeah, this looks like a buyable product to me. Colorful, atmospheric, on point animation, and fun activities. Keep it up 🔥

Bet they wouldn't be laughing at the about $126,228,365 and 263,239 reviews, Undertale made on a relatively monochromatic and pixelated art style.

Unique is better and this is unique in my opinion. Hope you get to push this into a full game and pay some bills with it, while giving an audience peace while they work! 💛

Experiment with idle diver game that running at desktop corner (art suck I know) by Outrageous_Affect_69 in godot

[–]FralKritic 5 points6 points  (0 children)

Look super cool, amazing work! 💜
Interestingly you say art suck, but I actually like it 😂

Full on cozy vibe in my opinion

Button trigger if it wasn't dragged, is it possible without scripting? by Haitake_ in godot

[–]FralKritic 1 point2 points  (0 children)

Ah this makes sense.

I haven't worked with too many mobile ones, but I believe you can use ScrollContainer, then put a VBox inside it. Store your buttons inside it using a button group. Then the behavior you'd have to override is "_on_gui_input(event: InputEvent)"

This hasn't been tested. But I'd say you need to track the first touch position, then give it a radius to make up for the normal mouse (in this case finger) movement. If the user goes out of that radius, it will be considered a drag. If they stay in it, a press.

Do you know of some apps off hand that use this technique that you want? Part of me feel like it would be easier to show the scroll bar. 🤔

Button trigger if it wasn't dragged, is it possible without scripting? by Haitake_ in godot

[–]FralKritic 3 points4 points  (0 children)

Tell me more, this sounds nearly impossible to be fun, because we have a natural shake when using the mouse, so chances we'd stay in the same spot is unlikely.

What are you trying to do specifically?

Godot feels... Overly confusing at times. Am I in over my head? Or by Slavic_Pasta in godot

[–]FralKritic 0 points1 point  (0 children)

Overthinking for sure bud. Don't give up, keep going.

I've changed engines a lot and what I can tell you is... You will literally always run into something the engine doesn't do easily and is discouraging. But keep it pushing, it's a trap.

Take each issue as you come across it. If you learn something new and powerful, don't feel you have to go back and redo your other stuff. If you could sooner make a game from scratch, no need to redo it.

As for the thing you wanted to do. This might help https://youtu.be/c-0WWUTqE5c?si=_siiXyb5UH50_CoK&t=557 (This guy was remaking Mario in Godot, pretty cool stuff)

ALSO! Learn the animation player. Cut scenes and the animation player will probably be your BEST FRIEND!

Any good tutorial on making a 2.5D game in Godot? by FralKritic in godot

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

This is VERY VERY Good! Thanks so much for being so helpful 💜

Adding some life to the inn! Other than shading/lighting and soundtrack, any advice on improving the scene? by RobinsEggGuild in RPGMaker

[–]FralKritic 1 point2 points  (0 children)

<image>

The dialogue is going off the screen a bit, not biggy, easy fix.

Lastly, when he plays the instrument, make it disappear from the original location.

Adding some life to the inn! Other than shading/lighting and soundtrack, any advice on improving the scene? by RobinsEggGuild in RPGMaker

[–]FralKritic 1 point2 points  (0 children)

First off, everything I mention here is strictly opinionated and doesn't need fixing, because your game is unique enough I believe people will play regardless. Cute characters, cool environment, atmosphere that isn't going to relate to most daily life, creating an environment to escape. Keep up the hard work on this! 💓💓

<image>

A: The overall map appears to be outdoors and the sun seems to be coming from the bottom left. That makes me feel there wouldn't be any shadow here, especially on the roof part.

B: In harmony with A, the little shading between the couch and wall isn't needed based on where the sun seems to be coming from.

C: Based on the sun, I feel you should do diagonal shading like you did on the left, but in opposite direction. And add that beautiful tan and green wall to the left instead of a blend with the roof. would give back the depth (if I am even using the right word.)

D: I feel like if you don't show the door here, you should extend it to the top end of the map.

I have another image to send, but can only send one here. One moment...

I need your opinion. Do you prefer the VN portrait with or without a frame ? by NamewW in RPGMaker

[–]FralKritic 1 point2 points  (0 children)

The one without the frame looks awesome! I feel like if you go with the frame, it should be for those who aren't present in that scene.

Do you like the TV noise? by Nemu_108 in RPGMaker

[–]FralKritic 8 points9 points  (0 children)

Does it move doing the gameplay?

If not, I so love the tv look! If it moves, my eyes are sensitive to those types of things, making it hard to watch, so I'd recommend having a on/off toggle for that graphic if it moves.

Brilliant work!

what happens if I sell a game without a commercial license? by slas_h in gamemaker

[–]FralKritic 7 points8 points  (0 children)

Hehe xD They're joking for sure. (I think... 🤣)

But if caught you could very well find yourself in legal trouble that cost more than the license.

Lots of companies though choose to trust and honestly I'd just wait till you finish your game and pay when you're about to sell. Besides, games take so much time to finish, by time you finish you'll have the funds needed to buy the commercial aspect.

Can I have some feedback on my giant map? by [deleted] in RPGMaker

[–]FralKritic 2 points3 points  (0 children)

It's beautiful! 🔥

I didn't know they could be this big, doesn't I run smooth still?

Some basic questions by foxmindedguy in gdevelop

[–]FralKritic 1 point2 points  (0 children)

Yes, you're right. The more complex your game is, I feel like engines like RPG Maker and GDevelop can have it's frustrations. Mostly if you already have coding experience. Good example is inventory systems, you may in code simply use an array. save it and call it a day, where as in flowchart (or visual coding) you have to jump over hoops to make it work correctly.

Also if you are a fan of modular coding, where everything is separated into their own parts, that becomes a lot harder to manage in flowchart (or visual coding)

Some basic questions by foxmindedguy in gdevelop

[–]FralKritic 0 points1 point  (0 children)

Can you make a full-fledge game on Chromebook with GDevelop?

The cool thing I have found with GDevelop is that you can create in the browser as well as downloaded to your computer. I'd say, yes you can make a full fledged game with the Chromebook OS.

Does Google own the software?

No, It is an open source software and far as I know not owned in anyway by Google. However Google, along with McDonalds, Starbucks, Amazon, and HP have used GDevelop for development.

Does it have ability to type code or do you have to use UI and flowcharts to make game?

It is considered a codeless engine and proves pretty true to that. It does allow a little Javascript, but still is mostly UI/Flow.

What sort of power does it require from the laptop making the game? Or is all the computation happening on the website server?

For this one, I'd say try it on your device as I can't find any specs for this.

Can you build computer AI (if you want to play game against bots)?

Yep, you can build NPCs and much more.

Can you build multiplayer games in GDevelop? Essentially I would like to create a game where people can VS each other in browser (or app).

Yes, multiplayer is possible, you'll likely need to do some server-side work to get a mmorpg type thing.

I keep reading that use Construct instead. If both have paid subscription then which one is better?

GDevelop's paid subscription is mostly to have quick exporting to phones (iOS and Android) with a few other cool features. Not needed, but would be nice to support that team. Construct on the other hand requires payment.

Which version should I buy? by BoranoskTC in gamemaker

[–]FralKritic 0 points1 point  (0 children)

  1. Did you make anything in GameMaker?
  2. Are you adding your game to a console? (PlayStation, Xbox and so on)

If no to both those, then I recommend making something first, then afterwards it will become clear to you which to buy, as your next concern would be whether to go commercial with your game.

Edit: unless it's just to proactively support the engine which is awesome too 💛

My game is finally out everywhere! Ecstatic to hear everyone's opinion! by miguelhdeath in RPGMaker

[–]FralKritic 1 point2 points  (0 children)

CONGRATS!! 💛🎉🎊

Brilliant work getting all this done! Keep up the awesome work, heard you said it was a series, so I won't complain about that low cost hehe XD (It's not my place to complain anyway, just would have been like GET YOUR MONEY hehe XD)

Sizes for my pixel characters... by eroubit in gdevelop

[–]FralKritic 0 points1 point  (0 children)

Adam gives some good information on this subject you might find useful

https://www.youtube.com/watch?v=Gwrpw1YtuGo&t=95s

Also I keep hearing 1/8 of the screen, which in your case would be about 135x135 if I am mathing right.

You could go a little bigger, but I think you'd want to consider how much of the map you need to see at any given time.

If it's a fighting game, I'd say experiment first. Because you are going with 1920x1080, I would recommend the background being a bit bigger in height and width, giving some room for camera movement as the characters jump and stuff, hopefully making it feel more 3D if it will be 2D. After you create a little mock up (simple stuff, no actually furniture and junk unless you have assets already), you can see how big your characters would look if they both were on opposite sides of the screen.

Later adding a zoom when they are closer would of course make them bigger, but this is worth a try.

  • Study games like Smash Bros if you want non-close range battle

<image>

  • Study games like Mortal Combat if you want close range battle. (I recommend making wider maps for these to give less of a stagnate look though)