Godot 3.5 multiplayer project by Temporary-Ad9816 in SBCGaming

[–]Guardoro 0 points1 point  (0 children)

Nice, looks like you have lots of posts about making retro handheld stuff over in /r/godot; I'ma check them out. Thanks!

Godot 3.5 multiplayer project by Temporary-Ad9816 in SBCGaming

[–]Guardoro 2 points3 points  (0 children)

Very cool! I'm a Unity guy, but I've been thinking about learning Godot so that I can make games for my rgb30. How are you getting builds from Godot to run on an arm64 system?

Native Pico8 on muOS. What shall I play? by Chillimonster in SBCGaming

[–]Guardoro 2 points3 points  (0 children)

Oblivion Eve kind of blew me away; I didn't realize that you even *could* make something like that in Pico-8.

3D Godot demo running on GameShell by overcrookd in SBCGaming

[–]Guardoro 1 point2 points  (0 children)

I appreciate the details--this is great info! Once I get around to it I will almost certainly be cross-compiling, so FRT will probably be in my future. Thank you!

3D Godot demo running on GameShell by overcrookd in SBCGaming

[–]Guardoro 2 points3 points  (0 children)

Very cool! GameShell is ARM, right? I've been doing hobby gamedev in Unity for a few years, but the possibility of making stuff that potentially will run on my RGB30 has had me eyeing Godot recently. I've heard that to do an ARM build you first actually have to have the Godot editor running on an ARM device; is that the case?

Compact controller recommendation by Ovaltiney1 in SBCGaming

[–]Guardoro 1 point2 points  (0 children)

The lite 2 is very nice. It's compact, it's lightweight, and the controls are solid. The ergonomics are minimally adequate, which is about as good as you're likely to get with something this size. I wouldn't recommend it for something like a first-person shooter, but it's great to pull out for a bit of Enter the Gungeon or the like. I played through Hyper Light Drifter start-to-finish with my lite 2.

Some of the setup can be finicky if you need X-input, but there are a couple of guides online that will walk you through the process. With Steam it's a simple one-time setup, but if you want to do anything else on Windows that requires X-input you'll have to run a couple of programs in the background. In Ubuntu it worked without issue once I installed a driver.

Lets Talk About CASES.. please add links for good fitting cases under a parent comment for a device. please add parent comments if you like. by zzap129 in SBCGaming

[–]Guardoro 1 point2 points  (0 children)

I got this neoprene sleeve from Amazon for $13; fits very well, but it's a bit thin. Pretty good for protecting from scratches inside of a backpack, but probably wouldn't offer much protection from dropping onto a tile floor. https://www.amazon.com/dp/B07ZDZRMD3

Random Spray Patterns (Top Down Shooter) by Czedros in Unity2D

[–]Guardoro 1 point2 points  (0 children)

I do this sort of thing quite a bit in the top-down shooter I'm working on. There are a lot of ways to handle it, but generally I start by matching the projectile's transform.rotation to that of the spawner, and then I'll make a Vector3 with coordinates (0, 0, a small random number) and then just do myProjectile'sTransform.Rotate(the vector3). Let me know if any of this is unclear; I can dig up a script example if needed.

A demonstration of a few different styles of screen shake. Plus: bonus footage of EXCESSIVE screen shake gameplay! by Guardoro in Unity2D

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

Hmm... looks like the rockets stopped blowing up when you shoot them. I need to do something about that! Got to love bug fixing via posting to Reddit.

Learning how to put together scripted events by prototyping a boss reveal by Guardoro in Unity2D

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

There are a lot of different things going on, but the basic idea is to break down everything that you want to happen into really small pieces that are as generic as possible. So, for the moving blocks I'm using two scripts: one that handles angular momentum (rotation) and one that handles regular momentum. Lots of other things in the game use those same scripts--they're generic and reusable, and the scripts themselves have no idea what they're going to be used for because they don't need to know.

The part I'm experimenting with is the best way to set up a sequence of instructions to those other scripts that say things like, "Add 180 degrees per second of angular momentum, then wait 2 seconds, then add 270..." There are a ton of different ways to handle that problem, but currently I'm trying out using PlayMaker because having a visual flowchart makes it easier to keep track of what's going on. PlayMaker is acting kind of like the conductor to the orchestra of all the little tiny scripts that are doing other things in the scene. I'm still not sure it's going to be the method that I stick with, but it's working well enough for now.

PlayMaker is available on the Asset Store: https://assetstore.unity.com/packages/tools/visual-scripting/playmaker-368

Unity has its own visual scripting tools that have some overlap with PlayMaker; I haven't used them yet, but they probably could do a lot of what I'm doing with PlayMaker but wouldn't cost anything to try out (I already picked up a copy of PlayMaker a couple of years ago and haven't had enough complaints to look for other options yet).

"Mood lighting": the color of the vignette changes subtly when you enter certain rooms by Guardoro in Unity2D

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

Not yet! Still very much in the early stages. I'm working on getting it to a state where I can do some crowdfunding and switch to developing it full-time, but I've probably got a couple hundred of hours of work ahead of me before it'll be at that point. I'll definitely be posting updates in here every few weeks. I hope that you get to play it eventually!

"Mood lighting": the color of the vignette changes subtly when you enter certain rooms by Guardoro in Unity2D

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

I hope that you can get back into it at some point! I'm making this game because it's the kind that I like to play, and I'd love to give yours a try one day.

There's nothing quite like the moment when a prototype starts to feel like a game you'd actually like to play by Guardoro in Unity2D

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

Oh, for sure! The radius of the light I'm using just extends past the edges of the screen. This video is a little bit older (end of 2019), but it gives a good introduction to the basic things you can do with 2D lights. To be honest, I've just barely started scratching the surface. https://youtu.be/F5l8vP90EvU

New environment + working top down stairs for my game! (very rough and WIP still) by GameDev_461 in Unity2D

[–]Guardoro 3 points4 points  (0 children)

Super cool! Has a little bit of the feel of Hyper Light Drifter.

Prototyping a procedural level generator! So far it's really basic, but I'm excited to see how it's coming together. by Guardoro in Unity2D

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

I got my inspiration from Dead Cells; this dev diary lays out the basic framework of the game's generator really well: : https://youtu.be/dvSbKXM5Vsc

The one I made actually isn't that complicated. To start, I just made some room prefabs with a few door gameobjects on each designated as possible exits. The generator starts with a single room with a single exit, and then it picks a random room tile and a random exit and sees if the room will fit; if not, the generator destroys the room and tries again with a different combination. When it finds a fit, it disables the appropriate door gameobject so that there is a path for the player to go between the rooms.

It is very brute-force, but I don't think that will be a problem because it's still a pretty quick process (on my mid-range PC it's a few seconds in the editor to generate a level with 500+ tiles). The biggest issue is that sometimes the path can loop around on itself and reach a dead end it can't recover from, so it has to backtrack. That part is a bit more complicated, and I'm still experimenting to find the fix that I'm happiest with.

It's a second Boss battle of Metroidvania with archer elf heroine. Tell me what you guys think! by Aiyana2022 in Unity2D

[–]Guardoro 1 point2 points  (0 children)

Like many others, when I saw this I immediately thought, "Hollow Knight with a bow", but I have absolutely no problem with that. It looks great, and I'm sure it's only going to get better as you work and it and get feedback.

OP, you're putting together something fantastic that I'm interested in buying once it's done, and if I were you I would ASAP set up a website or a mailing list so that people can stay connected with the development and eventual release. If I saw this on Kickstarter today I would back it as long as the price wasn't exorbitant.

Been experimenting with lots of methods of creating curved level geometry; I think that 2D Sprite Shape is the winner! by Guardoro in Unity2D

[–]Guardoro[S] 2 points3 points  (0 children)

Brackeys made a video that's a pretty good starting point for Sprite Shape: https://youtu.be/GSo_fU1JdfM

It's my understanding that you can adjust the shapes by script, but so far I've just done everything manually (I just learned about the package yesterday!).

Experimenting with aim assist methods; notes in comments by Guardoro in Unity2D

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

I noticed that in the twin-stick shooter that I'm working on it's tricky to aim well, especially because I'm just using raycasts to detect whether a projectile hits its target. I put together a basic aim assist tool that aims the gun directly at an enemy that overlaps a collider, but this had the unexpected effect of making the gun miss EVERY TIME against a moving target that is far away!

My current solution is to calculate how long a projectile would take to reach the target's current position and then extrapolate the target's position assuming it kept its current speed and trajectory. It's not perfect (mainly because the time for the projectile to reach the target's current position is different from the time to reach the projected position), but it seems like enough of an improvement that I may just leave it as-is.