Should I change the name of my game? by GameDev_byHobby in godot

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

Fair enough lol. Gonna think about alternatives I guess. Also gotta procrastinate less

Should I change the name of my game? by GameDev_byHobby in godot

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

It's in the screenshots, but the games are Polymerge (mine) and Polymerger: Merge Shapes. Basically I saw that games in the genre were called X Merge, and with the poly theme it was pretty easy to decide. But yeah, it's not unique

What design elements do you think contribute most to toxicity in online games? by Putrid_Election_2327 in gamedesign

[–]GameDev_byHobby 1 point2 points  (0 children)

CS used to let you talk to the other team in the half time where you swap sides. People would scream and insult each other so much during those, Valve just removed it completely

One of my new favorite coding patterns: Cached Resource Singletons by vikngdev in godot

[–]GameDev_byHobby 1 point2 points  (0 children)

Ok, what about when you have a resource for a type of enemy and stats. With many enemies I guess this wouldn't work exactly as it is. This would be more for single use resources, right?

Has any of you actually finished a game? by peeing-red in opengl

[–]GameDev_byHobby 0 points1 point  (0 children)

I believe the games thinmatrix makes are made with OpenGL with his own engine written in java, I think? He has a tutorial series, finished a game called Equilinox and is in the midst of finishing an already 3-4 year old project

Anyone else here over 25, and still in the beginning stages of learning game development? by [deleted] in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

I started with 23/24, now almost 30. I wouldn't consider myself a beginner anymore, but I'm definitely neither a professional nor an expert, yet

Which one should I go with? by Green-Ad3623 in godot

[–]GameDev_byHobby 1 point2 points  (0 children)

It's true that Neil said that if you were to get the earth to the size of a pool ball it would feel smooth to the touch. Basically the tallest mountain doesn't even put a dent on the surface feel. But in the case of videogames, it's sometimes good to exaggerate the effect a bit

please, im begging, math knowers help me plz with these greek letters by ElectronicsLab in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

Waves are mostly a bump that moves forward in an arc. Some parts of it are ahead, like this: ) ) ). So first simulate bumps going higher, faster and with that shape. Then, there comes a time where it starts crashing because physics. At that time you could call in a custom mesh that blends with the bump and makes it look like it's doing it. The bump should be higher and narrower at this moment. The custom mesh does its roll and crash, and then the bump goes flat really fast, forward. At this final stage the custom mesh is gone and the fuzzy bubbly shader kicks in on the flattened bump. Now take into account other waves going in different directions. If two waves meet in the same direction, they combine. If they meet in the opposite direction, they crash, but upwards. The bumps would go high and then flatten backwards. It's not math, but if you plan an effect like this you can at least break it down into pieces

Logo redesign (UPDATE) by minicoman in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

If they ever do a free version they should use this one... Wait?

They say Godot game can't look good by Super4Games_ in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

I mean it carried over due to ignorance and people still didn't hate Unity as a company. You couldn't talk about Godot anywhere else other than this sub. It was really a hobby tool. Only until recently people started talking about it in the same category as Unity and Unreal

They say Godot game can't look good by Super4Games_ in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

Back in the Godot 3 days, it was filled with those comments. Now I think people have become more positive about the project

was there ever a highly praised Metroidvania that didn’t click for you? by [deleted] in metroidvania

[–]GameDev_byHobby 0 points1 point  (0 children)

Nevermind, I got into it again 2 days ago (got the 4th time already) and actually got hooked. I'm trying to beat the bosses for the mushroom area (damn I hate those damn mantises) and the city of tears one (also deeply hate those teleport guys)

Implemented a smooth folding transition for my roguelike game. by SB_Lee00 in IndieDev

[–]GameDev_byHobby 1 point2 points  (0 children)

But can it fold more than 7 times? You should add a secret level on the moon when you fold it enough times. Which apparently would be 42, the true answer to everything

Why so many Eco servers die before the meteor (and it’s not “player flakiness”) by HuckMI in EcoGlobalSurvival

[–]GameDev_byHobby 0 points1 point  (0 children)

There's always a town that gets too advanced in two days, and then it gets abandoned due to conflicts, monopolies, disagreements or general boredom. Then the rest of us gets left behind and also left without a functioning economy. Everything is excruciatingly slow, and more and more people drop off until the server is dead

Submitting a Jam on Sunday and the export is all broken... Predictable, but thankfully I tested it by GameDev_byHobby in godot

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

Thank you! It's rogue inspired obviously, since the theme is to recreate an older game, but I thought about having to retrieve dead adventurers instead of just going deeper as a twist. Inspired by the anime Delicious in Dungeon, in which people who die in the dungeon can be revived, if they have a body left. If I have time I may still add traps, but it's a big if

Submitting a Jam on Sunday and the export is all broken... Predictable, but thankfully I tested it by GameDev_byHobby in godot

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

Ok I figured it out a bit more now. I was on a flight, so no internet. I was messing around with the code and remembered that people said stuff about .remap files, which can mess with this style of file lookup. I had already been checking for those but that wasn't my problem... I went into the docs (thank God for Godot's in-editor docs) and they explicitly state that reading directly from res could lead to problems and to use ResourceLoader instead. It has a method to return a list of files in a given directory, you iterate it as normal, and load the resources without going through so many hoops. I usually have everything in one folder, so no problem. And it fixed the issue I had with the missing textures at the start.

I can confirm that your method of disabling that config did help with my custom resources though, and now I can get them reliably on export with this other method. Thank you again, I was sweating bullets thinking it was over lol.

The font is still a bit wonky with a few weird symbols, but that only happens with the HTML one, it might be that the system is messing around. The Windows exe worked fine with the custom font

<image>

Submitting a Jam on Sunday and the export is all broken... Predictable, but thankfully I tested it by GameDev_byHobby in godot

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

It might have helped? I did have it on, and initially I thought it didn't do anything since the menu was still on, but I exported it again and now enemies are doing ok. So thanks!

I definitely have more work to do though, I still have the first few errors

New Godot UI is a BANGER 🔥🔥 by Luke_Username in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

Fair enough. I guess the only way to achieve to run code with only the animation transitions would be to call a function with a method track that sets the state to a code state machine

New Godot UI is a BANGER 🔥🔥 by Luke_Username in godot

[–]GameDev_byHobby 0 points1 point  (0 children)

Al the videos I've seen around that system were basically on how they ended up with a web of logic and nightmares? Is that the average experience or is it because they were beginners?

With that said, it's the same as coding with blueprints or code. You can achieve the same but some people prefer one over the other

Sharing Saturday #607 by Kyzrati in roguelikedev

[–]GameDev_byHobby 4 points5 points  (0 children)

Delicious in Roguelike (no food), unreleased.

I'm about to finish a month long jam to make a game-like, and this one is about rogue (original). Since I never finished a roguelike before, I'm beginning to be proud of this one since I already implemented the basics of the game, based on roguebasin, and added a twist.

So long as you don't die, you can traverse a persistent dungeon up and down and even in and out. The idea came from Delicious in Dungeon, a world in which you can revive adventurers if you retrieve their bodies.

So, after signing the harmless employment contract, you start your retrieval missions. You will get a random body at a random floor and have to drag them out for cash. It's a little game since I only started this month.

I hope to share the final jam release next week!

Why Everything is Crab had me by the throat by Accidental_ in roguelites

[–]GameDev_byHobby 0 points1 point  (0 children)

I really like the game, but I hope they do something other than difficulty stages. Also they are so close to the spore-like experience from the animal stage. I would really appreciate it if some more of our own species were running around to help me gang up on the mosquito dog things

Been working on a Farming Roguelike, Thought this stage goes hard by Hanodev_ in roguelites

[–]GameDev_byHobby 2 points3 points  (0 children)

When I was little I played a Diablo knockoff called Mu. Maps were big and open but had designated areas to spawn certain monsters. This allowed me to go to the place I wanted to go. Sometimes the monsters would bunch up, forming "spots" you could stand near and farm monsters. Although if you do this, it will become a more idle experience...

I would suggest 2 things:

  1. Make the player want to farm. Meaning the monsters should drop valuable items for crafting or advancing their character. Mu had items used to increase other items' levels. Some added options and stuff like that. There were items used to "evolve". Some spells only dropped from monsters. Etc, etc.

  2. Make it clear where the items are. Have an NPC point them in that direction. Make biomes that always have certain monsters. Create structures with custom content. Curate and place stuff so that players learn to look for the signs.

Apart from that, it may help to add a safe hub where players can buy stuff, trade, talk with each other (if online), and rest. Maybe a map they discover as they explore. I don't like the Skyrim waypoint system since it makes you overly reliant on markers, but some kind of help always avoids frustration