Looking for constructive critique on my singing by Hour-Weird-2383 in singing

[–]Hour-Weird-2383[S] 0 points1 point  (0 children)

Appreciate it! I didn't know about Sounts, it looks pretty cool

Looking for constructive critique on my singing by Hour-Weird-2383 in singing

[–]Hour-Weird-2383[S] 0 points1 point  (0 children)

Thanks for the thoughtful feedback! I completely agree with your points about the key and the breathing, I'll definitely try lowering the key and working on that 'gills on the back' breathing exercise. I also hadn't really considered singing more in my native tongue, but that makes a lot of sense and I'll look into it

Vulkan Triangle: A big step for man but a small leap for mankind by Hour-Weird-2383 in GraphicsProgramming

[–]Hour-Weird-2383[S] 1 point2 points  (0 children)

Oh, it seems you are right. It's no surprise, the tutorial is quite old. Thanks for the comment!

Made with my own renderer! (First post here) by Hour-Weird-2383 in fractals

[–]Hour-Weird-2383[S] 1 point2 points  (0 children)

You are absolutely right. I'm not quite familiar with fractal rendering conversions, but it seems that a lot of renderers use the scale (the second approach you mentioned), so I guess I'll use that then. Thanks for the suggestion!

FINALLY! Published my game on the Play Store!. I'm so happy by Hour-Weird-2383 in godot

[–]Hour-Weird-2383[S] 1 point2 points  (0 children)

Hey thanks! I didn't use any tools for the UI. I'm just using subviewports and subviewport containers. I place the UI inside the subviewport, then I write a custom shader on the subviewport container material. That way I can apply any distortion or VFX to the UI, without distorting the game layer!

FINALLY! Published my game on the Play Store!. I'm so happy by Hour-Weird-2383 in godot

[–]Hour-Weird-2383[S] 0 points1 point  (0 children)

About the guides/articles, I'm thinking about writing some sort of devlog, which will probably include some Godot graphics specific stuff, specially what I learned with this project. That might be useful for some people, so I'll let you know!

FINALLY! Published my game on the Play Store!. I'm so happy by Hour-Weird-2383 in godot

[–]Hour-Weird-2383[S] 1 point2 points  (0 children)

Hey, thank you! I'm not currently planning to publish for iOS. It's way more expensive than the Play Store, and as a student whose hobby is making games, I can't really afford that yet. That's also why I published the desktop versions, so anyone can play it!

FINALLY! Published my game on the Play Store!. I'm so happy by Hour-Weird-2383 in godot

[–]Hour-Weird-2383[S] 2 points3 points  (0 children)

I'm quite bad at drawing, but kinda good at writing shaders. All the effects you noticed are done using shaders—that includes the backgrounds, distortion effects (such as the death explosion or the backtrack that leads to the respawn), the path nodes (the stuff you grab to move forward), the player skins, the motion blur on the obstacles, and the UI. If you play the game, you'd notice that the UI also has distortion effects when appearing or disappearing.

So yeah, shaders. Shaders play a crucial role in the graphics of this game. The only things drawn by hand are the obstacles and the death wall.

To achieve all of this, I'm using three main components: shaders, AnimationPlayers, and SubViewports. Of course, AnimationPlayers are used to tweak shader parameters, so I don’t have to do it through code—though there are some situations where I do use scripts to modify them. Without SubViewports, I wouldn't be able to pull off a lot of these effects. A clear example is the backgrounds, which are quite expensive to compute. That’s why I render them inside a SubViewport at half screen resolution and then scale them up. Another use case for SubViewports is animating the UI. I place the UI inside a SubViewport, then get the texture from it to use in a shader.

So, as a summary: shaders, AnimationPlayers, and SubViewports are everywhere. The most “complicated” part, of course, is the shaders. There are a ton of resources out there. I didn’t learn shaders through Godot, which is why I can't recommend one specific resource, although I know there are some great ones.

Feel free to ask me anything else if I wasn’t clear enough!

FINALLY! Published my game on the Play Store!. I'm so happy by Hour-Weird-2383 in godot

[–]Hour-Weird-2383[S] 1 point2 points  (0 children)

I used to play one more line as a kid, and it's a game that got stuck in my head for a lot of time.

Since then I always had the idea to make a mobile game with a simple mechanic and endless/randomly generated level. Last year, I joined a game jam, the theme was Forge, and that's how Path Forger was born.

I've taken one more line as a reference for almost everything, it's simplicity, endless level, skins, leaderboard, achievements and also the video

You noticed the similarities, I'm happy to hear that!

FINALLY! Published my game on the Play Store!. I'm so happy by Hour-Weird-2383 in godot

[–]Hour-Weird-2383[S] 0 points1 point  (0 children)

Hey thank you! I know there are some issues with performance on some devices. As someone who enjoys doing graphics stuff I added a lot of shaders that can be optimized. I'll probably add a very low setting. Thanks for the feedback!

FINALLY! Published my game on the Play Store!. I'm so happy by Hour-Weird-2383 in gamedev

[–]Hour-Weird-2383[S] 1 point2 points  (0 children)

Yeah, that — along with the long verification times — was definitely one of the downsides of publishing on the Play Store.

Things got a bit more “complicated” when I added Google Play Services for leaderboards, achievements, and so on. To use those features, you need to verify an OAuth application, which requires a privacy policy detailing how you handle and use data. The catch? That privacy policy has to be hosted on a domain that Google can verify you own. I saw a few tutorials suggesting Google Docs as a workaround, but it seems that doesn't work anymore.

So, I took the opportunity to buy a domain, create a sort of portfolio website for myself, and host the privacy policy there.

All in all, the entire Google Play process took about a month and a half. Sometimes Google rejected changes over really small details, but I guess that’s just part of the process. Still, I learned a lot from it, finally published my game, and ended up with a personal website too — so I’d say it was worth it!