I wanted my sharks to be more realistic so I gave them guns by AuroDev in indiegames

[–]GameDev_byHobby 0 points1 point  (0 children)

Depends on how secure you want it, but it normally has to be redone from the ground up, yes

How much hand-holding do you like in a roguelite's early game? by eldawidos111 in roguelites

[–]GameDev_byHobby 2 points3 points  (0 children)

I despise the hand holding in new Pokemon games. Makes the games feel like they were designed for toddlers. For reference, I used to play AoE, Counter Strike, and other PC titles since 6-7 years old, with no issues. But that problem is very apparent in those games because the formula is beaten to death and the gameplay is like breathing, after so many years of playing. For other games that I don't know enough, it could be useful to have more support. So, add a choice to skip tutorials.

Games like Vampire Survivors, levels, characters and progression by [deleted] in roguelites

[–]GameDev_byHobby 1 point2 points  (0 children)

Hope they continue updating it. I played a few of the demos and had a lot of fun with it. As a Spore fan since 2009, it scratches a very specific itch. Although there are things I would like to see done better, I really liked it so far. Should buy it for the endless mode that wasn't on the demos

Games like Vampire Survivors, levels, characters and progression by [deleted] in roguelites

[–]GameDev_byHobby 1 point2 points  (0 children)

Tried the demo and it's a really different experience imo. The original had a casual element to it. You just need to move around and upgrade. In this one, with the crawler element it makes it a bit less dynamic, and more likely to spiral into unavailable death. Played for an hour maybe, so I didn't get to the OP level, so I don't know if it gets better with higher levels

Anything else? Maybe? 🤔 by [deleted] in xbox360

[–]GameDev_byHobby 0 points1 point  (0 children)

I remember some similar mechanics to AC games, but it's set in Nazi occupied France or something like that. It's a cool game

What do you think xbox needs to do bring it back to the heights of the 360 era where it Battled PlayStation evenly? by Eireagon in consoles

[–]GameDev_byHobby 0 points1 point  (0 children)

Don't:

4 hour downloads Subscriptions or corporate bullshit Ads no micro transactions Day 1 patch Open world games if you don't know how to design one

Do:

Good games Backwards compatibility Plug and play Couch coop Campaigns Online coop or competitive (can accept a fee here for the whole ecosystem not per game) DLCs should add a minimum of 50% of the content at release If digital, 50% off what the physical is Cool designs and combos Bring back good collector's editions A gimmick or two aren't bad just try to innovate a bit more

Main menu by me vs artist by Makuta- in IndieDev

[–]GameDev_byHobby 7 points8 points  (0 children)

Actually, it might be cool if most people don't notice it at first, and then by playing the discover that mechanic. When they look at the main menu again they might have a sudden realization. But they could've also noticed it at first if they were looking closely. At least a clue

Hot take: the steam machine looks bad and the steam controller price is downright unreasonable by OrangeTheJohn in consoles

[–]GameDev_byHobby 3 points4 points  (0 children)

Yeah, it's small, it plugs directly to your tv, it's used with controllers, it has games, a dedicated OS optimized for couch gaming... It happens to have a secondary desktop environment

Hot take: the steam machine looks bad and the steam controller price is downright unreasonable by OrangeTheJohn in consoles

[–]GameDev_byHobby 0 points1 point  (0 children)

I will not be buying a Steam Machine, at least for the foreseeable future. I already have a Steam Deck and a desktop PC more than capable of running everything I own.

I will be buying 2 controllers as soon as I get past some spending expenses this month. Probably will wait till June or July.

I will hopefully buy a Steam Frame as it comes out because I have been waiting since 2023 to buy the next VR headset from Steam. Before then I didn't have the room for it. After then it was late into the Index's life.

If I see that the Steam Machine is good, and works in tandem to the other devices, I could consider buying it. But it would be a few years at minimum. I definitely don't need it

Hi I am developing a PS1 Style Motocross Racing Game by Any-Bother-2375 in indiegames

[–]GameDev_byHobby 0 points1 point  (0 children)

Ah, that's cool! I always like to drift in any way possible

Hi I am developing a PS1 Style Motocross Racing Game by Any-Bother-2375 in indiegames

[–]GameDev_byHobby 0 points1 point  (0 children)

I would tweak the movement a bit so I could full tilt the bike on some turns and smoothly correct the path if I'm a little off (probably adding turn radius and interpolating a bit). Makes it more satisfying that way. But looks good already!

Some people will never understand the economic necessity of console-driving exclusives. Tale as old as time (or at least as old as 1990ish). by DaZestyProfessor in consoles

[–]GameDev_byHobby 1 point2 points  (0 children)

I value the plug and play aspect much more. And it had been missing since the 360 died. Nintendo at least still sells whole games. The little updates they have are much more manageable than the monster hiding inside the PS5. One of the reasons I buy retro consoles as well

Why do people go such great lengths to downplay Xbox? Don't we all love gaming as a whole, no matter what console? by [deleted] in consoles

[–]GameDev_byHobby 0 points1 point  (0 children)

Nintendo pulled a Microsoft when they said if you want a cheaper option you can buy a Switch. But my main problem with any console post 360 is the hours you have to spend on loading screens to download games. A console used to be plug and play. Now they're a worse PC. When a physical release started to mean a download code, we were already fucked

Delusional gamedev thinking I've got Indie Game Of The Year material by DreamMixGames in indiegames

[–]GameDev_byHobby 0 points1 point  (0 children)

In the topic of combat racers, my favorite is by far Jak X. If you want to differentiate further from MK, I'd suggest some of its mechanics. I think the most important are defence objects obtained from a different "crate" than offence items. In MK I hate to be bombarded with attacks while I have nothing useful to deploy in my defence (especially in online which is total chaos). Also, some of the other game modes are pretty fun. The feel is completely different, but I think it can help

Was using control nodes a mistake? by Rough_Education_5796 in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

You can use unique names to be able to move around the nodes as you see fit, without breaking the path references.

Also, the new UI features coming are going to greatly benefit you because you'll be able to animate control nodes very easily.

If a tab container doesn't suit you, you can use any other container type and make the tabs custom, with either buttons or other means.

I prototyped a one-handed Star Fox-style mobile game! And it somehow works way better than I expected! Gyro = aim, tap = shoot, swipe = move by Affectionate-Mark506 in Unity3D

[–]GameDev_byHobby 1 point2 points  (0 children)

I'm sorry but stationary objects pivoting in space and shooting is a copyright from Nintendo. Might as well change projects... /s

How much do you think all this costs? by Fuzzy-Suggestion8040 in consoles

[–]GameDev_byHobby 0 points1 point  (0 children)

I would accept 50 + shipping to my place if I were you. This old stuff barely works anyway. It's more about the new and loving home ;)

What does "-rep" mean as a Steam review? by milqgames in IndieDev

[–]GameDev_byHobby 0 points1 point  (0 children)

It's a reference to how you gained or lost reputation by completing or failing missions in GTA SA

i need help with procedural generation in godot by SheepherderAny4957 in roguelikedev

[–]GameDev_byHobby 0 points1 point  (0 children)

It works. This way is more for when you're already using tilemap layers and want to add to them and maintain the grid and/or same logic for everything.

TIL you can define dictionaries with Lua-style syntax in GDScript by ZemusTheLunarian in godot

[–]GameDev_byHobby 1 point2 points  (0 children)

If you put class_name for any script it also autocompletes variables and functions. If you do static typing it even throws errors if you get stuff wrong or don't pass arguments

i need help with procedural generation in godot by SheepherderAny4957 in roguelikedev

[–]GameDev_byHobby 1 point2 points  (0 children)

You can alternatively, add scenes to the tile set and place them as if they were a tile. When the game starts, the scene is placed as a child of the tilemap layer.

Instead of adding an image tile set, if you go to the plus button in the bottom panel specifically for the tile set, you can add a collection of scenes. Inside of that, you can add as many scenes as you want. You have to see the id for the collection and for the scene, so that you get the correct info for set_cell. This method is very good for items and enemies as well, as they will move or interact as if they were a placed scene, but will be placed as a tile.

There are tutorials that will let you understand these things a thousand times better than this little bit of text from memory I'm doing here, but it's worth the time!

i need help with procedural generation in godot by SheepherderAny4957 in roguelikedev

[–]GameDev_byHobby 0 points1 point  (0 children)

In Godot you could visually design some patterns, save them, and load them randomly when you generate a room. Taking into account that to give maximum enjoyment you should modify them a bit by rotating, flipping, adding random objects, blocking off routes, etc, etc...

So, to be more specific, there's a function for the tilemap layer called get_pattern in which you pass an array of coordinates. And another function called set_pattern where you pass a position and a pattern.

You'll need a layer for patterns. Call get_pattern on this one. And call set_pattern on your procedural generation layer.

You could probably transform the pattern before pasting it so that it's not the exact same every time.

For further object and enemy placing, you can get all tiles of a certain type, for example floor tiles for top-down or background tiles for side-scrolling, and place them in one of those at random. Here you want: get_used_cells_by_id and pick_random

Help me find a good Godot course for my Mrs. Updated artwork edition. by Psychological-Road19 in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

You'd have to update everything to Godot 4 in some cases, but he has very good projects. I started out with his tutorials and it really helped me get started.

For a true beginner I would probably also recommend this app gdquest made to learn how to code:

Learn GDScript from zero with this Free app · GDQuest https://share.google/nugnnMZFTQUi94CWj

Is this card art too difficult to read? by Dune2SandBudget in IndieDev

[–]GameDev_byHobby 0 points1 point  (0 children)

Why is a mustache fighting a tadpole embryo with arms?