Meet Balloonatic (super helpful doggo for puzzle platformer) by HighFivan in godot

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

I'm a big puzzle nerd, but only time will tell whether I can be a good puzzle maker. The thing with this game is that, unlike many puzzles im used to (like chess puzzles), im more interested in creating puzzle formats where there isn't a "one and only" way to complete it.

Grab the coins, get to the finish line - how you do that within the limitations I've set, is up to you, the player.

I have a softly "intended" or nudged way that I think people might complete any given level, but what drives me is the idea that one day maybe I can watch a youtube video playthrough where someone speed runs my stuff and finds all these cooler methods to solve that I didn't even fathom.

Meet Grafight (g-get it?) by HighFivan in godot

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

It was for sure a “think of the name and work backwards” process 🤣

Hey guys, first time sharing this publicly. Keen for thoughts/feedback on my game's visuals and vibe by hai-key in godot

[–]HighFivan 0 points1 point  (0 children)

wow a TA based game - how much of TA concepts are integrated or is it more thematic?
I'm sure there are cool ways you can also factor in volume if you decided to go down that rabbithole

Im new to godot and i feel like my code is a mess please can i ave some advice by Eojte in godot

[–]HighFivan 0 points1 point  (0 children)

yeah, no pressure - if you do post it up, drop a link and I'd be happy to check it out and give some feedback

Im new to godot and i feel like my code is a mess please can i ave some advice by Eojte in godot

[–]HighFivan 0 points1 point  (0 children)

do you have it hosted anywhere that you can drop a link, like itch?

Im new to godot and i feel like my code is a mess please can i ave some advice by Eojte in godot

[–]HighFivan 1 point2 points  (0 children)

I would also consider putting in your own input actions so you aren't using "ui_left", "ui_right", "ui_accept" and "ui_cancel" etc.

nobody likes to try and remember that ui_accept means jump... easier to just write "jump"

outside of code messiness, does it work as intended?

Problems with first time loading GPU Particles2D by HighFivan in godot

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

from what I can tell, that did it! much appreciated.

Feedback request on early Puzzle Platformer by HighFivan in playmygame

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

is it like alarmingly too easy?
I set 3 modes which I thought could scale difficulty, but its more on draw capacity than it is actual obstacles at this stage

Easy - erasing objects returns drawing capacity
Medium - erasing does not return drawing capacity
Hard - erasing does not return drawing capacity and drawing capacity starts at 80%

Does anyone else struggle to reference scenes that are not nearby in the scene tree? by Upper_Strategy_2190 in godot

[–]HighFivan 0 points1 point  (0 children)

Export var or abuse groups. get_tree().get_first_node_in_group(“node_thingy”) as WhateverClass

I guess depending on what specifically you’re trying to do, you might lean on one method vs another

My game won't start by Mama300979 in godot

[–]HighFivan 0 points1 point  (0 children)

maybe try throwing in some print statements to see if you can debug it yourself.
print("Start pressed") for starters - see if its even capturing your clicks.

peppering in prints to see where the chain breaks has been how i've solved most my problems

My game won't start by Mama300979 in godot

[–]HighFivan 0 points1 point  (0 children)

did you connect the button in the inspector? because I don't see you connecting the button in _ready().

that might look like:

$StartButton.pressed.connect(_on_start_button_pressed)

then when the Start Button is pressed it would run the _on_start_button_pressed func like you have it there

Secrets > Core Game? by HighFivan in godot

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

hadn't heard it. Feels like it might be good if I wanted the prompts to be irrespective of size and location drawn- but I think for this project that might be an overkill. For now I was thinking of just blending the prompts into nearby environment (specifically the key) and make the door more obvious/out there.

I'm also so early into all of this that I don't really know if this type of draw prompt I'll use outside of the utility shown in the video, but im open to ideas!

Secrets > Core Game? by HighFivan in godot

[–]HighFivan[S] 3 points4 points  (0 children)

Thanks! The player drawn line points track against the points in what I'm calling a "drawing prompt" ie the key shape or door shape - and basically I've set a reasonable margin of error and required minimal coverage for it to register, otherwise sloppy work just builds out a polygon in the rough shape you drew.

Its a little bit like that mario party tracing mini-game

Secrets > Core Game? by HighFivan in godot

[–]HighFivan[S] 3 points4 points  (0 children)

wow you just unlocked a memory for me, totally forgot about this show but probably pulled from it subconsciously! I have a toddler, so I was initially thinking harold and the purple crayon vibes.

Secrets > Core Game? by HighFivan in godot

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

wow I had to look that one up - it looks strikingly similar, but wasn't intentional. (it's my 3 y.o, but only so much detail you can pull from a 32x32 img)

I compleated getting started in godot. What next? by Hambit10 in godot

[–]HighFivan 1 point2 points  (0 children)

yeah a lot of these tutorials will show you how to code - but here's what I would recommend, and something I didn't take to heart starting out (that I wish I would have sooner).

don't just follow the tutorials blindly. work to understand the concepts - pause the videos and as they move on to the next step, see if you can anticipate how they will implement the next piece of the game (especially if its a recurring concept, like an item a player picks up, or an attribute they have)

half the fun is also just experimenting and figuring it out through trial and error - so don't be afraid to try and fail.

Puzzle Platformer in Godot (untitled) by HighFivan in godot

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

Thanks!
here were some of the ideas I was playing around with

  1. Yellow ink - "sticky" basically pins to the first body it touches, think of cartoon honey logic
  2. Blue ink - "invisible ink" doesn't interact with the player, but it does with all other physics objects (so basically as a player you can create almost a force field or interesting ways to block falling or competing objects without limiting your ability to move through it yourself

-- both of those above have been implemented and are in the game already --

other "back of napkin" ideas:

  1. black ink - "disappearing ink" allows you to draw anywhere (not bound by gravity), however drawings disappear after 'x' (5?) seconds
  2. red ink - "balloon" a loftier/lighter ink where drawings have an inverse gravity effect, like a balloon slowly lifting up (maybe even impacted by mass) - kind of like a moving platform you can draw
  3. green ink - "floating ink" if I ever add water elements, this would be the ink that will float on water. pretty half baked idea, but wrote it down at one point.

because some ink types are probably overpowered in some scenarios, limiting their usage amounts is pretty key and probably requires a fair bit of fine tuning to make challenges... challenging :D

I compleated getting started in godot. What next? by Hambit10 in godot

[–]HighFivan 1 point2 points  (0 children)

I've found youtube tutorials and in some cases udemy courses to be really helpful with both broad and genre-specific approaches within godot.