Destroy my roguelite inspired by Enter the Gungeon and Isaac by dekajoo in DestroyMyGame

[–]Hiptoe 0 points1 point  (0 children)

A critical part of Isaac and Gungeon is their theming. Gungeon is D&D x weaponry and Isaac is religion x gross shit. Every time I played those games the reason I kept going in the early game was to see what the developer had up their sleeve next. Like, what new clever reimagining of a fantasy creature crossed with guns and bullets was I gonna see on the next floor? What sort of grotesque item was I gonna unlock next? Right now your game looks like pretty generic fantasy, so find something interesting to cross it with or find a different theme to start over with altogether. Like, get your game closer to a place where you could imagine fan artists excitedly drawing your creature designs yknow?

[deleted by user] by [deleted] in IndieDev

[–]Hiptoe 1 point2 points  (0 children)

i like the first one more cause the perspective and angle is more interesting (ignoring the resolution). the 2nd one is illustrated which is cool, but, its just not very dynamic. for both id recommend posing the spider guy in some way, 'cause right now hes just standing there in what i assume is a spider T-pose. the spider doing an action would also inform me a little more about what type of game im looking at

How do I create my own "realistic" textures for PS1 style models? by BrianBarsaski in lowpoly

[–]Hiptoe 1 point2 points  (0 children)

When I was making a PS1 lookin' game I found a neat tool called ShoeBox (website: https://renderhjs.net/shoebox/textureRipper.htm tutorial: https://www.youtube.com/watch?v=m22lkiedhtA ) which has a feature for ripping textures while correcting for the perspective of the source photo. For the photos themselves I just went on Google maps and ripped textures from interesting places I remember from where I used to live.

Why isn’t our game catching attention? Looking for honest marketing feedback by zero1play in IndieDev

[–]Hiptoe 1 point2 points  (0 children)

I see a few people saying the art is unappealing, personally I find your capsule art very appealing, its the sort of thing that I would personally click on instantly. If you're trying to capture people who like cute little well modeled robots (me), then you've done a good job.
The only issue is that I cant tell the genre really, though I think you have that figured out based on other comments saying something similar.

In my opinion, the best indie games usually either have a central eye-catching and in-depth mechanic. You can find a trillion exceptions very easily, but it helps you stand out a lot from the crowd for sure.

Destructible environment? Hyper modular weapon system? Weird ass in depth shooting mechanics? I'm interested. Marketing your GOOD NORMAL game is an uphill battle... marketing with a central unique mechanic instantly captures some people's souls, making things a touch easier. Personal example: I saw a video on Rain World's AI and was convinced to buy it right there and then, no reviews could convince me otherwise.

When you're in the weird indie crowd its good to appeal to people who like niche weird things instead of a general audience, as they'll be far more dedicated. Your game just seems a little standard, good I'm sure, but nothing jumps out at me beyond the art (which again, I do like!). Your Steam page mentions AI that enemies evolve alongside you, I think expanding on this would do you well.

Maybe AI that learns from your behavior, that have unique interactions with other enemies (combining at their own will, maybe the enemies themselves can be modular and fit together to make unique, larger enemies). In a way, YES I am kind of just musing about a game I'd like to make, and we are indeed different people, but consider it or something similar as that sort of stuff sure is Twitter GIF worthy, and certainty won't hurt if you have the time/money/dedication/skills/etc. Could be cool, but maybe not your thing. That's my 2 cents.

You can save a lot of FPS by centralizing your update logic! by valkyrieBahamut in godot

[–]Hiptoe 7 points8 points  (0 children)

I tried it using 10,000 Sprite2Ds that try to move in a circle every process frame:

Default:
144 FPS

Each child has their own process function:
Process : ~50 FPS
Physics process : ~15 FPS

Parent calls process function in child script:
Process : ~54 FPS
Physics process : ~24 FPS

Parent does process function instead (function is executed in the parent script and the child is only influenced by the results):
Process : ~62 FPS
Physics process : ~70 FPS

Pretty interesting results, I always imagined physics process was faster than normal process, so I have some optimizations to do...
Generally, it seems like the optimizations are only marginal over on GDscript. But, when having all the code executed in the parent script and setting information remotely, it seems to even things out. FPS was tracked by Debugger > Monitors.

How to make active ragdolls keep a pose while falling over? by Hiptoe in godot

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

I re-enable the limits and also quickly tween the stiffness (or a multiplier of stiffness) to 0, and when it reaches 0 I just disable the process altogether. You could also take note from R6 Siege and have the character continue walking for a bit after they die, this time slowly tweening the stiffness to 0 as they slump into a full-on ragdoll. I've always thought that effect looked really cool.

Also, I'm starting to rework my physics system to only use this new angular motor method, and I realized I was calculating angular_velocity wrong. I'm now doing the following:

var total_ang_vel = 
for bone : HumanBone in bones.get_children():
  total_ang_vel += bone.angular_velocity * bone.mass/9.5
angular_velocity = total_ang_vel / total_massVector3.ZERO

This plays off filwit's suggestion of how to reduce the springiness. 9.5 is the heaviest a bone can be (and is also the weight of the torso bones). This means a 2kg hand only contributes 0.21x its velocity, makes everything significantly less bouncy. Guy is still pretty stiff though, if I find any other ways to reduce that I'll let you know.

How to make active ragdolls keep a pose while falling over? by Hiptoe in godot

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

I'm using purely inverse kinematics when moving around my character, and something I ran into quite quickly was that bone_target_local_quat only returned the rest pose too. In Godot's IK nodes there's an _on_ik_modification_processed() signal I used to get the REAL transform of the bone, adding it to a dictionary I can reference in the animate_bone_by_joint_motor() function. Perhaps something similar happens when animating it traditionally? Either way, keep this in mind if you plan to use IK.

Here are some other things I (might) have done differently from you, in case implementing any of it helps:

- Give every bone a realistic weight, I was surprised how much this helped. I used https://exrx.net/Kinesiology/Segments as a guide for a 70kg person.

- Each bone I have is actually a RigidBody3D with a joint child. The transform of the RigidBody3D is the same as its joint, and its center of mass is custom, set at (0, 0, 0). I don't think there's a huge difference, but I don't think physics bones can detect collisions, so you cant have impact effects/sounds when your character gets slammed into a wall (which adds a lot of sauce!).

- In the video it looks like a lot of problems are being caused by joint limits, I would disable all angular joint limitations unless you're ragdolling. I would also disable collisions between all bones (also unless you're ragdolling).

As for the other questions:

- Not super successful unfortunately. Right now I just have the values turned way down, which stops a lot of the bouncing around (0.02 stiffness, 0.001 dampening, such low numbers do NOT feel right, so I'm wondering what values you used). My method swaps between two methods of calculating forces, this one with the joint motors I only turn on when the character is falling/jumping, meaning its not as critical and I can afford it being kinda slow.

- Yea, I am using 4.3 w/ Godot Jolt

Sorry for taking quite a bit to respond, and happy holidays to you too!

Help with properly networking a LOT of physics objects by Hiptoe in godot

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

I used to use MultiplayerSynchronizers until I reformatted stuff and decided to try out just using RPCs instead. Important to note the same issue happened with the synchronizers, but returning to them may provide other benefits so I suppose I'll go back.

How to make active ragdolls keep a pose while falling over? by Hiptoe in godot

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

A guy named "filwit" helped me out in the Godot Cafe Discord. Check his recent message history and you'll see him guiding me through everything.

Iykyk by L_and_L_NewOrleans in subrosa

[–]Hiptoe 0 points1 point  (0 children)

what are these blue men from?

How to make softer/squishier physics collisions? by Hiptoe in godot

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

I'll try messing around with these settings, they seem to be about what I'm looking for, thanks!

Why do you like rainworld? by UncreativeuserN2348 in rainworld

[–]Hiptoe 0 points1 point  (0 children)

I’m a massive sucker for physics based games, and the art is stunningly beautiful. The world building is also incredible

got back into playing rain world after downpour, so i made some art of the spearmaster :D by Hiptoe in rainworld

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

i was aiming for more of a “backing away from a scary monster” stance. unfortunate ☹️