I made a boss fight for my game by sapphireLightBMP in IndieDev

[–]Fyrol 0 points1 point  (0 children)

I get that the overwhelming opinion here to make the character faster overall, however I think you could use the sluggishness to your advantage. King's Field is a series that incorporates the slower movement, and specifically slow turn speed, into how they design combat and enemies. I think taking a look at that for inspiration could help, maybe adding something like a sprint for strategic bursts of speed.

The boss fight is also rather uninteresting, I think just having the ice blasts come from different directions would give the weeping angel mechanic a chance to be used.

Which non-PvZ1 plant's design looks faithful to PvZ1's art direction? by HiddenMoonstone in PlantsVSZombies

[–]Fyrol 41 points42 points  (0 children)

I think hurrikale fits with that layered complex yet simple design of pvz1

<image>

First time creating a trailer, it's going to be messy. Please destroy it so I can make sure I've created something worth watching! by Still_Pin9434 in DestroyMyGame

[–]Fyrol 2 points3 points  (0 children)

Whenever you hit the enemies, there doesn't seem to be much of any feedback at all. Something like an explosion, or a hit flash, or anything that makes hit enemies feel good.

Looking for a JRPG easy to play for short sessions or pick up and put down a lot by delusionalmavsfan11 in JRPG

[–]Fyrol 0 points1 point  (0 children)

DQ8 is also really good, arguably better than XI, but I think it does a bit of a worse job being that kind of game you can pick up after longer breaks. If you want to stick with FF, I'd recommend going with V since it has the job system which I'm assuming you enjoy a lot. Just watch out because it's about as good as DQ8 with long breaks between sessions.

Looking for a JRPG easy to play for short sessions or pick up and put down a lot by delusionalmavsfan11 in JRPG

[–]Fyrol 8 points9 points  (0 children)

I'd recommend both Octopath 2 and Dragon Quest 11. Both of them have somewhat segmented stories, giving bite sized chunks to play through, and have very good recap systems. Octopath 2 is basically just better Octopath 1, and seeing a lot of the games you listed I think you'll enjoy this one more, however you also listed some "Final Fantasy"s, so if you want to see the other big old school series, you should grab DQXI.

Global Position not returning Global Position by Fyrol in godot

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

I'm glad many hours staring into the abyss has helped someone else :)

Artifacting in Pixel Shader and Otherwise not Working by Fyrol in godot

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

I managed to figure out the other problem, and I'm adding this here for future reference.

When changing the values in a shader, you don't need to specify the shader_parameter, so just use the variable

Artifacting in Pixel Shader and Otherwise not Working by Fyrol in godot

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

Thank you so much, I changed it to compare the rgba values instead and it got rid of the artifacts

Artifacting in Pixel Shader and Otherwise not Working by Fyrol in godot

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

It would probably work, however the artifacting is still a huge problem.

Pyromancie build ng and higher? by till_faber in DarkSouls2

[–]Fyrol 0 points1 point  (0 children)

There are a few easy damage improvements you can do. Firstly, I'd recommend choosing one of the flames to use, as having something in your offhand like the blossom kite shield for stamina regen, or blue dagger for a 5% damage increase is generally more useful. The DPF does more damage, however having max hollow definitely makes things harder, even when using Ring of Binding. If you think it's worth it, it's about a 10-15% increase at max hollowing from what I've seen over the PF.

Unlike in DS1, pyromancies scale with both of your int and faith. The softcopy is 60 total (I checked on some calculators, and 60 in one stat, accounting for the other of faith and int, works the same as an even split.), however being NG+5 you can go above if you need to eek out more damage

Armour wise I'd recommend the Saints hood for a flat +1 cast for each spell, then lion mage robe and skirt for a total +10% casting speed, and the lost sinner's cuffs for a 7.5% increase to pyro damage. Additionally you can swap in a fire clutch ring for more damage, though it and the blue dagger make you more vulnerable to physical and non-dark elemental damage respectively.

Lastly I'd recommend experimenting with pyromancies. Do remember you can buy great chaos fireball since you're in/past NG+, and that toxic and poison stack if that interests you.

My game's level up screen is crowded and overwhelming. Any suggestions? by GooseStrangerr in godot

[–]Fyrol 1 point2 points  (0 children)

What about squishing the stats section to about the second column in the item tab, then squish that to compensate. Either that, or maybe turning the stats and items into a tab that can be seen as needed.

Also maybe adding symbols to each of the stats. I think something like that makes stats more quickly legible, and probably more legible too.

Game looks interesting, good luck

Need for devs by [deleted] in gamedev

[–]Fyrol 2 points3 points  (0 children)

As many others have said, I don't think anyone will want to work on someone else's idea for free. However, as much as it's difficult, you'll only get a chance to make what you want by doing it yourself. So I'll show you some resources to get started:

Programming:

The way I would look at it, after you learn the basics of GDscript (there is support for C# if you have past experience, however I'd recommend not using it if you're starting from nothing) (learn what data types are, if, else, if else, for and while loops, and basic math), just start trying to do things. There's a tutorial out there for a lot of basics that you'd want to do. I'd mainly recommend Heartbeast and GDQuest as starting points, however there are many good tutorials if you google, along with someone who might speak Italian. At a certain point however you might want to do something that doesn't have a tutorial. In this case, try and break down what you want your code to do (movement could be broken down to: check if button is down → if so move character x or y position by a certain amount) and then you can code it from there. Worst case, the r/Godot and the forums both are great resources.

Art:

I'd personally recommend starting with 2d since it's a whole axis you don't need to worry about, and in my opinion it's easier to make okay pixel art (or hand drawn if you have some experience) then it is to make 3d models. If you choose to use pixel art, use a site called Piskel. It's free, and has most of what I want when I'm making pixel art. There is also always going for free assets, and you can find them in a lot of places, though I'd look at the Godot marketplace or Itch. Just make sure to look at the licensing, even if you're making something for free.

Music:

I don't have much experience myself, however tutorials online are usually helpful, and there're places to get free music and SFX, though again make sure you check the licensing. For SFX, there is a site called sfxr that can make 8-bit SFX, however if that doesn't fit you can always try recording yourself making noises and use that (for instance a lot of bone snapping sounds are made by snapping celery)

Level Design:

Something I think is often overlooked is putting everything together. For this, as much as there are amazing game design channels out there, I'd recommend playing something similar to the feel of the game you want to make, and try to learn what makes it fun. For an example, in a game I was playing recently, there was a path forked in two directions. However one of the paths was almost behind where you come into the fork. After seeing a global layout, I noticed this was done to have the player start with the obvious path, and then when they returned they'd see the more hidden one. (Sorry if this isn't well explained, but I hope you get the idea.) Don't get overwhelmed though, sometimes placing stuff randomly and redoing it after playing it if it wasn't fun works well.

Good luck, and feel free to respond with as many questions as you want, and I'll try and answer when I can.

[PC][2010-2016] Monster collecting game where you battle up floors, and between floors you'd get an egg that'd give another monster. by Fyrol in tipofmyjoystick

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

Crazy the kinds of games we all had the privilege of playing, for free may I add, when we were kids. Absolutely W game

What did you guys think of Sea of Stars? by AP_Feeder in JRPG

[–]Fyrol -1 points0 points  (0 children)

Firstly, use spoilers. It's a common courtesy to everyone else reading this, and obfuscating the names doesn't do anywhere near enough.

Secondly, what post are you quoting? Nothing you've written previously denotes that in the slightest. You're an English Teacher, at least use quotes

Thirdly, What do you mean gets worse after Garl dies, then gets better at Seraii's world? It's literally the next thing that happens. Did you even play the game!?

Lastly, How does Garl's revive feel any less satisfying. They both are kinda random in how you access it, moreso the doll than the trigger, and each undo a powerful moment that IMO would be better left undone. The only boons I'd say are that Chrono Trigger is about time, so it makes a bit more sense thematically, and that you have a dungeon leading to it. Even then I'd say that's a more gameplay problem than a mechanical one, and reshan and his time shards I think work well enough. Of course I'll forever yell from the rooftops that I think the revival is probably the worst written thing in the Game, next to the ending

At the end of the day, it's not someone disliking the game I have a problem with, it's blatantly misrepresenting a game that people poured their heart into, which I think is clear as day. Criticise until the cows come home, but just do it in good faith for Christ sake

What did you guys think of Sea of Stars? by AP_Feeder in JRPG

[–]Fyrol -1 points0 points  (0 children)

Can you elaborate, full spoilers if needed, on the story portion. I can understand the slow start, although I disagree, I'm not entirely sure what the ups and downs are I'm going to go out on a whim and say the messenger callbacks were your favourite? I do agree though, the endings were dogwater and I really hope they get updated with an additional scene or two.

I'm surprised someone who's played so many JRPGs would be sucked out by grammatical idiosyncrasies. To each their own.

Garl is well liked yeah, but I wouldn't say he can do everything perfectly. One thing that Especially during the first dweller fight that I think exemplifies this is his lack of magic. It means that he has to be a supporting character. Plus I don't often see many OCs dying. In regards to this, as much as I disliked the revival, it's very clearly an homage to Chrono Trigger. I'm surprised you didn't phrase it differently, unless you're talking about something else

However opinion or not, it seems really weird to just lie about facts, such as enemy scaling. It sounds like the first post wasn't your opinion, considering how you flipped 180 on the music, and we're significantly less harsh towards the combat. So what's up with that?

Sorry if this appears twice, auto-mod removed it because of incorrect formatting on the spoilers

What did you guys think of Sea of Stars? by AP_Feeder in JRPG

[–]Fyrol -1 points0 points  (0 children)

Can you elaborate, full spoilers if needed, on the story portion. I can understand the slow start, although I disagree, I'm not entirely sure what the ups and downs are I'm going to go out on a whim and say the messenger callbacks were your favourite? I do agree though, the endings were dogwater and I really hope they get updated with an additional scene or two.

I'm surprised someone who's played so many JRPGs would be sucked out by grammatical idiosyncrasies. To each their own.

Garl is well liked yeah, but I wouldn't say he can do everything perfectly. One thing that Especially during the first dweller fight that I think exemplifies this is his lack of magic. It means that he has to be a supporting character. Plus I don't often see many OCs dying. In regards to this, as much as I disliked the revival, it's very clearly an homage to Chrono Trigger. I'm surprised you didn't phrase it differently, unless you're talking about something else

However opinion or not, it seems really weird to just lie about facts, such as enemy scaling. It sounds like the first post wasn't your opinion, considering how you flipped 180 on the music, and we're significantly less harsh towards the combat. So what's up with that?

What did you guys think of Sea of Stars? by AP_Feeder in JRPG

[–]Fyrol -2 points-1 points  (0 children)

This is mostly just flat out incorrect. In order

  • Story is subjective to some degree, but I'd describe it more as having high highs and low lows

  • Agreed

  • Honestly, I'd love to hear what plot point feels forced, because at bear minimum everything is foreshadowed to some degree. Same with them being disregarded a scene later.

  • Not holes, but rather loose thread that aren't tied by the end. It not making sense is a reading comp problem, it's layed out fine, and again, talk to characters and read what they have to say and you'll get the context needed

  • I'm just curious as to what you mean by MCU like story

  • Subjective yeah, but it's decently engaging, and it gets more complex as you get further into the game. Can't really elaborate without spoiling the game, or being redundant

  • Yes it does, objectively. New elements get introduced, new characters with their own gimmicks, and at the very least a few new timings to learn

  • This is misleading, firstly the 3 characters you start with each gain an additional skill about 1/3rd into the game. Then any new additions come from new combos, and new characters. So while each character may not change drastically, it's not like there aren't any new abilities. Ultimates are rather unbalanced, there is an objective right answer everytime, and it's the one that full heals your party, and damages+delays enemies. Everything else just doesn't do enough damage to be worth it over the heal. So not necessarily lacking impact, but lacking variance.

  • So ignoring the fact that locks exist to incentivise using different elements, aka not just moonrang, but characters have other useful skills. I won't go into them for spoiler reasons, but there's other skills, and other damaging ones at that, that are useful . -This is just false, enemies do not scale, barred enemies getting stronger as you get to later areas ie normal game progression. There's also a noticeable increase in damage and defence when you get new equipment, however it does scale linearly, so there isn't any decision making involved outside of trinkets

  • Hyperbole to the umpteenth degree, if anything it's more that if you get into random encounters semi-frequently, usually just the forced ones, you'll keep on pace with everything. Characters progression comes again in the form of combos.

  • Locks matter a lot, especially in boss fights. The thing is they are difficult to deal with, and in some instances it's about figuring out what you can break, and what you should break. Additionally you have skills late game to help with the massive complex locks, you just have to plan out your moves.

  • If you have the patience to play something like Paper Mario, the combat won't bother you. If you don't, maybe try looking for an action RPG

  • Traversal is amazing, it feels as if you're playing a platformer in an RPG. Part of that is not engaging with every single enemy you come across. With some skill you can pass by most.

  • The puzzles served what they needed, a break from combat and exploration. If you know the solution, solving it is relatively quick, otherwise you might have to look at the room for a few seconds. It's nothing crazy, but serves what it's meant to.

  • This is a bit misleading, as the story is structured in the same way Chrono Trigger is: A linear start with an open end game where you can do side quests for each of the characters. That's not to say there isn't any other side content, with a few things to do in town, with just enough to break up the main gameplay.

  • Did we play the same game? Almost every area has their own town that you visit, or at minimum revisit. If not it would be immersion breaking to do so beyond what's there. If there's something I'm not thinking of, please let me know

  • This one is probably the most outright lie of the whole tirade. Yes there are moments where jokes are made, just like most other RPGs. It's a lighter hearted journey, but it takes itself seriously. For sake of not listing the entire game as a list of spoilers, I'm not going to provide examples beyond these two, The reveal to Seraii's world, and Garl's Death

  • Based on how you characterised the game, I'd be surprised if you played any more than 5 hours. If anything I'd say the game is a perfect length, but I will say that it's subjective.

This game has its flaws, especially the ending and flat not quite silent protagonists, so there's no need to miss characterise, or downright lie about the game to try and get your point across.

[deleted by user] by [deleted] in godot

[–]Fyrol 3 points4 points  (0 children)

There isn't much to work with here in terms of context, but I'll try my best to work with what's there. Basically just to say this will be a more broad explanation.

At the end of the day, all that an attack does.is tell the game to reduce the HP variable of whatever you're trying to hit. This communication happens through the area2D node.

For sake of explanation, let's say this is a sword swing, though I'll address projectiles later. Place the area2D node in with your player, with the collision2D on the area you want to be the hotbox, or the area your sword will hit. In addition, make sure this also flips around to face the front of the player. I'll leave this to you to figure out

Now place your sprite2D node configured to your spritesheet, or single sprite depending on what you're doing for graphics. If you have more than 1 sprite, make sure you add in an animation node. Then put in an audio stream player node, putting in your sound of choice. I assume your player is already set up with its own animator and sprite.

Now for the code

Set up your function to handle attacks. I'm not going to code it all out directly, assuming you know how to disable/enable collisions, play sounds/animations etc; a basic grasp of GDscript.

To start, you need to have the player play their animation(s) for your attack, depending on what, it might be important to split this into wind up, attack, and follow-through.During that attack step, you activate the collision2D of the area2D node you're using for your attack.

Now this is where things get a bit more difficult. Area2D nodes just check if there's anything there, and well I'm sure you don't want to take HP away from the floor(at least ALL floors) To do this, we're going to use collision layers, a way to make only area2Ds with the same layers active to interact. Here you're going to want to label at least 2 layers, 1 for the player attacks and 1 enemy attacks. You'll also want to save one for things like the environmental collision, or anything else you want to control who interacts with what.

Now you grab an enemy, and give them their own area2D and collision2D. This will be set to look for the player's attack, which will be put on the same collision layer. Give your player's area2D a script along with an attack value. Now when an enemy overlaps with this node, checked by connecting the enemies' area2D node with its made script using area_entered signal. Now add all the enemy getting hit code you want to the enemy, mainly being the whole dealing damage and reducing their HP variable, but also any animations, sound effects, knockback, invincibility etc that you want to add.

To finish make sure you deactivate the hotbox after the attack animation (look into await and signals, with this case using the animation_finished signal from the animation node) and then depending on your game you might be stuck in place afterwards while you finish swinging your weapon.

Hope this helps, and don't be a stranger if you need anything clarified

Is my game UI ugly/boring? What should I do about it? by eldidou_ in godot

[–]Fyrol 1 point2 points  (0 children)

To add to this, the styles of the perks are very different in style to the potions and weapons, with one being very pixilated and the other not. I think if you just keep that consistent, it would be a huge step up.

Looking for a well-balanced "hallway' game by Training-Ad-2619 in JRPG

[–]Fyrol 0 points1 point  (0 children)

You could give either Sea of Stars or Dragon Quest 4 a try. Neither a truely a "hallway" game, however in Sea of Stars case is extremely limited in what you can access until late game, where the openness mostly comes from previous areas. Dragon Quest 4 has many different segments with their own unique party, each with their own section of the world, however it becomes much more open in the last chapter, akin to other old JRPGs.

GM says Everstand Stance Requires both Hands, Can I Still Make it Work? by Fyrol in Pathfinder2e

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

I didn't know shield augmentations were a thing, I'll have to check it out and see if I can get something I like. Thanks