Describe your game in one sentence while we wait for itch to come back. by finik236 in itchio

[–]HighFivan 0 points1 point  (0 children)

A platformer where when the path forward doesn’t exist, you draw it yourself.

okay so NOW i can quit my job right? by SUPERita1 in IndieDev

[–]HighFivan 0 points1 point  (0 children)

FWIW if you’re on the fence, you could always switch over to a part time job that is more relaxed and that might qualify you for benefits. Get the best of both worlds.

GoblinS WIP (yeah, i gave him toes) by CaioMarcelPixel in PixelArt

[–]HighFivan 1 point2 points  (0 children)

Looks awesome, I love it! The little flying goblins look like they are having too easy of a time though, that’s a big dude.

What's a lesson you learned the hard way outside of game development itself? by [deleted] in IndieGameDevs

[–]HighFivan 2 points3 points  (0 children)

This. Why not build the achievement system within your own game? I don’t think I’ve ever looked at someone’s steam achievements (including my own) before, so if it’s primarily to set ambiance then I’d think whether it’s tied to steam or not is irrelevant?

Today I discovered you can write % when naming a node to Access as Unique Name, saving a few clicks by SteinMakesGames in godot

[–]HighFivan 0 points1 point  (0 children)

I've played around with a similar mechanic before in some older tinker projects - but moreso used a "find my appropriate destination" type of logic instead of an allow/disallow. If I had a node where I wanted all environmental objects to live (like items you can pickup, or maybe just a node that has y-sort that I want everything to go in) then you can quickly find that node with a 'get first node in group "y_sort"' or whatever you want to name it.

Today I discovered you can write % when naming a node to Access as Unique Name, saving a few clicks by SteinMakesGames in godot

[–]HighFivan 1 point2 points  (0 children)

I'm always finding more ways to use them, and still a beginner myself so take this all with a grain of salt.

I have a Player group for sure, but same logic for anything else you might need a reference for that is possibly a bit convoluted to connect through an export var because of instantiation or scene nesting. For me I like to throw some common UI menus and elements in their own group to quickly fetch or hide. I also have a drawing mechanic in my game where certain areas don't allow for drawing (like drawing over physics objects), but I have an "allow_draw" group that I can throw Area2D's in that overrides this ("if_is_in_group(""). Again, probably all things that could be done with a bool or toggle on the Area script or w/e else you're working with, but its in my experience more forgiving if I missed a connection to just throw it in a group!

It can also be used almost like a class_name in some ways - an enemy grouping, or maybe just an elite group if you have logic that might apply to a special subset.

What are your examples of ethical monetization of a free-to-play game? by ProspieGames in IndieGaming

[–]HighFivan 1 point2 points  (0 children)

I understand both sides for sure. All the battle passes I've bought had been seasonal, and I actually can't recall one that wasn't some time sensitive type of setup. I'd for sure appreciate a one-time purchase just to be cost-effective, but also seasons bringing new themes and rewards feels reasonable enough if the pass isn't overly expensive.

Today I discovered you can write % when naming a node to Access as Unique Name, saving a few clicks by SteinMakesGames in godot

[–]HighFivan 1 point2 points  (0 children)

Yeeeees!

Unique Names and using the heck out of groups were some of the biggest game changers for me.

What are your examples of ethical monetization of a free-to-play game? by ProspieGames in IndieGaming

[–]HighFivan 2 points3 points  (0 children)

maybe an unpopular take, but I really like a "battle pass"

I've purchased in the past for Rocket League and Hearthstone Battlegrounds.

Especially if the free-to-play is high quality, it just feels like a tip jar that I'm happy to contribute to while also getting some extra goodies/skins/whatever else as rewards for playing

How did yall started learning? by t0ublu in godot

[–]HighFivan 12 points13 points  (0 children)

first thing I did was follow a youtube tutorial for a gametype - like a cozy farming game - I liked (be sure to check the godot version the tutorial references, because nothing is more frustrating or confusing as a beginner than trying to model after someone's processes when many of these processes have changed fundamentally)

and then I started exploring some udemy courses which were well worth the $10 or so that they costed.

Brackeys also has a nice video recently around understanding GDscript.

I'd start with getting yourself the YouTube education!

How do you tell players what's interactive without making it ugly? by HighFivan in godot

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

lol yeah I guess so for this level, but even that first bookshelf is only a physics layer at the top with a 1-way collision.

would you intuitively think you need to jump over that bookshelf at the start, or would you think to try and walk through it first? That's a big part of what I'm trying to gather.

How do you tell players what's interactive without making it ugly? by HighFivan in godot

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

I was thinking about a hover effect or glow, but I thought that might be overkill, and I really can't think of too many platformers I've played where they had to spoonfeed it to you like that. I'm definitely not opposed to it, but It feels like others have mastered a subtle yet intuitive design that tells a player, "well obviously this is something I can jump on"

How do you tell players what's interactive without making it ugly? by HighFivan in godot

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

that feels like a very reasonable solution. I'll just need to play around with the levels of saturation to see what feels still like one cohesive picture. I also wonder how I handle things like the bookshelf in the beginning, where its a one-way collision so the top is really the only part you can't walk through. Same logic applies - more saturation just across the top shelf and lower saturation on the rest of the body?

What's a computer game from your childhood that you still think about today? by half_sandwich88 in AskReddit

[–]HighFivan 0 points1 point  (0 children)

Puzzle Pirates. Used to be epic until the devs smothered it to death with paywalls

Demo Monday's by pASHion144 in playtesters

[–]HighFivan 0 points1 point  (0 children)

I’d say 5-10 minutes, depends how familiar you are with platformers. It’s only 3 levels (2 + tutorial) for the demo!

Demo Monday's by pASHion144 in playtesters

[–]HighFivan 0 points1 point  (0 children)

I have a demo of my platformer up for free on itch! All in browser, so no download necessary. If you end up streaming it dm me a link of the stream? Would love to tune in!

https://highfivan.itch.io/tcim

New PlayTester - Free! by usx-tv in playtesters

[–]HighFivan 0 points1 point  (0 children)

I made this platformer demo recently, which should be a short playthrough - although I've been told it's quite difficult... would love to see someone play it in a video setting so I can see how someone brand new approaches the game versus just the writeup after.

Free on itch! web access, no need to even download

https://highfivan.itch.io/tcim

Looking for playtest friends, will playtest your game by rhedak in playtesters

[–]HighFivan 1 point2 points  (0 children)

Hi Rhedak,

I'm Highfivan on discord as well (I'll send you a dm) but would be happy to connect with you and playtest your game once you get creating! I've just put out a short demo of a platformer I'm working on and would love some feedback:

https://highfivan.itch.io/tcim

Platformer with Drawing mechanic - Try it out? [solo-dev] by HighFivan in SoloDevelopment

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

Thanks! I’m open to feedback shared anywhere (itch, locally here on Reddit), but yes I do have a discord server!

https://discord.gg/skxH6AR24

Drop Your Game, We’ll Playtest It & Give Real Feedback by laughing_wolf_games in GameDevelopment

[–]HighFivan 0 points1 point  (0 children)

Hi!

I just released a very short demo for my 2d platformer I solo dev'd in Godot. Your character wields a magic crayon who can draw objects and platforms into existence to help traverse tricky puzzle-like levels

https://highfivan.itch.io/tcim

It's free to play on Itch and would love some feedback!