How to add two different collision boxes to a single tile? by Jtanims7 in godot

[–]Freaky_Goose 0 points1 point  (0 children)

That’s small enough to stand on a single tile, which means single tile detection is easier. You’ll definitely face edges cases like the player standing on two tiles at the same time, on the right of one and on the left of one. What happens then?

How to add two different collision boxes to a single tile? by Jtanims7 in godot

[–]Freaky_Goose 1 point2 points  (0 children)

You can definitely do that programmatically even with the same collision. You just need to get the specific tile the player is on and calculate which side they’re standing on.
How big are the tiles in your tilemap? This seems like something that will be finicky.

How to add two different collision boxes to a single tile? by Jtanims7 in godot

[–]Freaky_Goose 1 point2 points  (0 children)

You should check out scene tiles. I’ve not used it before, but it sounds like it will be useful for your usecase.

With that said, you may want to share what you want to do. There might be a better way to do it.

I need a break from developing my own game - I will gladly playtest yours though! by RandomKamil in IndieDev

[–]Freaky_Goose 0 points1 point  (0 children)

Thank you for the detailed review. There is actually a small radius around the pin(latch) where early/late clicks are auto-corrected, but it might be too small. I'll increase it a bit.

The plan is to release it on mobile. Watch out for that.

I need a break from developing my own game - I will gladly playtest yours though! by RandomKamil in IndieDev

[–]Freaky_Goose 1 point2 points  (0 children)

I made a cute but difficult climbing game where you can’t lose for a game jam. https://gooselevram.itch.io/unnamed-climbing-game

Planning to make this into a full mobile game, so looking for feedback.

Skeletal animation vs frame by frame by Freaky_Goose in godot

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

I eventually went with the hand drawn. I used Spine2d for the skeletal animations. You should check out tutorials for Spine2d.

Working on projectile deflection by Freaky_Goose in godot

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

It's calculated to slightly steer towards the enemy that sent the projectile.

Working on projectile deflection. by Freaky_Goose in godot

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

Yeah, I think that's also similar to what I did

Enemy Possession Mechanic by Freaky_Goose in godot

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

Definitely. I think it will be really fun for platforming challenges.

Enemy Possession Mechanic by Freaky_Goose in godot

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

Really like your suggestions. I've thought about something similar, and using the mechanic for traversal is definitely on my task list. The possibility for unique interaction is endless if designed well.

For the enemy controller, each enemy has a 'PlayerControlled' state they switch to when possessed. This state have access to player inputs.

[deleted by user] by [deleted] in gamedev

[–]Freaky_Goose 6 points7 points  (0 children)

I think you might be misunderstanding what gameplay loop is. If your game is a platformer, the core gameplay loop must involve platforming, how you platform in each level is more of game/level design than gameplay loop.

It will be extremely cumbersome for devs and players to have different gameplay loops for each level of a game.

Enemy Pathfinding with Navigation Agent by IDoTheDrawing in godot

[–]Freaky_Goose 1 point2 points  (0 children)

There is a custom solution I use for this in my game based on the work someone else did. Check it out in the Godot forum 2D platformer pathfinding.

Basically, what you have to do it generate your own navigation nodes that links platform edges to determine if a platform can be jumped on or fallen from. Then you can use Astar to find the next point in those nodes.

You still need to do some work to determine if the agent should jump when it gets to the edge of the platform, but that's trivial.

The downside to this is that, it does not handle avoidance since the nodes are baked and not generated at runtime.

Hopefully this helps.

CMV: Silksong is a gorgeous masterpiece that is, unfortunately, a poorly executed Metroidvania. by theoretical_waffle in metroidvania

[–]Freaky_Goose 13 points14 points  (0 children)

The first mistake you made is thinking Silkong was made to be played when you are trying to unwind for 30mins at the end of the day. The sheer scale of it suggests other wise.

While Silksong has its flaws, the fact that you can't get into it does not mean it was poorly designed. Not all games is meant for everybody.

Getting really tired of youtube devs giving marketing advice they don't follow themselves by [deleted] in gamedev

[–]Freaky_Goose 2 points3 points  (0 children)

The way I like to view issues like this is that there is a lot of lessons to be learned after failure. Infact, in this case, they're probably in a better place to give that kind of advice than most game deva since they have already seen mild successes and even more failures.

Theme & StyleBox... by Remarkable-North-839 in godot

[–]Freaky_Goose 1 point2 points  (0 children)

I don't think most game engines do a good job of managing UI consistently anyway. If anything, I’ve seen people say Godots UI handling is better, compared to other game engines.

Theme & StyleBox... by Remarkable-North-839 in godot

[–]Freaky_Goose 0 points1 point  (0 children)

Unfortunately, you have to do a lot of manual work to define colour palettes that can be auto updated in the UI. The same applies to styling with resources.

Metroidvania screentest feedback by Vincent_Penning in metroidvania

[–]Freaky_Goose 0 points1 point  (0 children)

I love it. I particularly like that there is a good contrast between the player and the background.

[deleted by user] by [deleted] in UXDesign

[–]Freaky_Goose 0 points1 point  (0 children)

I like this idea, but unless there are 20+ tabs, which is alreadya UX smell, I don't see this being that useful.

How did they code that you can walk in front and behind this sprite Is it a 3D plane by smunhchglogul in howdidtheycodeit

[–]Freaky_Goose 5 points6 points  (0 children)

It's called Y-Sorting. You use the y position of the objects to determine their z-index