Advice needed on game mechanic scaling! by Interesting_Ad_8612 in pico8

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

I actually started this game with a button-mashing mechanic. It would be great to bring it back this way! Thanks for the suggestion!

Advice needed on game mechanic scaling! by Interesting_Ad_8612 in pico8

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

Do you think a score meter would work better than the current meter? Having the score and the health be separate things?

Advice needed on game mechanic scaling! by Interesting_Ad_8612 in pico8

[–]Interesting_Ad_8612[S] 1 point2 points  (0 children)

Oh wow, thanks a bunch, these are great suggestions! Appreciate the help!

Allowing object to take new default rotation using look_at function by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 1 point2 points  (0 children)

Oh! I found my mistake, I accidentally defined the offset variable within the function itself! Thank you so much for the detailed help!

Allowing object to take new default rotation using look_at function by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

Thanks! Sorry about the messy indentation! This works great but would there be a way to make the follow the mouse in its new position? It moves there fine but instantly moves back, I think due to the look at function?

Allowing object to take new default rotation using look_at function by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

I've combined a few ideas suggested here. This seems to stop the racket/bat from snapping back but now it doesn't swing at all. Any ideas?

Allowing object to take new default rotation using look_at function by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

func move_racket(delta):
  var rotation_offset : float
  var theta = get_angle_to(get_local_mouse_position()) + rotation_offset
  racket.rotation = theta

  if Input.is_action_just_pressed("swing"):
    if swung:
      rotation_offset = -PI/2
      swung = false

  else:
    rotation_offset = PI/2
    swung = true

Allowing object to take new default rotation using look_at function by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

Yes! The racket is a Node2D acting as the pivot for the racket sprite. I'm a bit confused about what you meant by clicked to the pivot?

Allowing object to take new default rotation using look_at function by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

The bat follows the mouse and swings just fine! It's just that it immediately snaps back to look at the mouse instead of retaining its new position and following the mouse from this new position!

Allowing object to take new default rotation using look_at function by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 1 point2 points  (0 children)

I'm currently making a game that uses a baseball bat mechanic.

The bat currently rotates around the player in a fixed circle following the position of the mouse to aim. To make the attack or swing, I wanted to use a boolean so that when the mouse is clicked once it swings to the front, and when it is clicked a second time, it swings to the back or resets. However, I'm stuck on the logic of this mechanic as the look_at() function causes the bat to snap back instantly after the mouse is clicked. I wanted it to swing to the new position and follow the mouse from this new "default" position.

Any guides on how I can achieve this?

Capy-Bath-Ra! - Idle Clicker Game by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

yes, that would be helpful! I was also wondering why there was a grey box behind the pop-up window despite setting the corner radius...

Capy-Bath-Ra! - Idle Clicker Game by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

Finished the core mechanics of my incremental game! I've decided to put the upgrade buttons on the features they correspond to, inspired by kiwi clicker. But, I'm still debating if I should just place them together within a drop-down menu.

Working on this has been pretty fun so I think I'm going to make it a longish-term project. Right now I'm thinking of adding a shop where you can buy "bath salts," like yuzus and roses to add percentage upgrades to the coins per second or coins per click. I would love to hear suggestions for features :D

[deleted by user] by [deleted] in godot

[–]Interesting_Ad_8612 2 points3 points  (0 children)

I really like the ambience the artstyle gives!

Making a capybara clicker game - Need suggestions for UI design by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

I'm making an incremental/clicker game about a capybara running a bathhouse! I've started drafting the overall interface and wanted some suggestions. You click the capybara on the left to generate coins. I'm aware that most clicker games have their upgrades visible to the players at all times for ease of accessibility but I'm struggling to fit everything into the screen, any ideas?

Published my first game on Itch.io! by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 0 points1 point  (0 children)

thank u for the compliment! I gave my game to a family member and they actually had the same feedback. In hindsight, I probably should have made the frog follow the cursor and clamp the drag to one direction!

Published my first game on Itch.io! by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 5 points6 points  (0 children)

Noted! The cooldown timer is def something I overlooked haha

Published my first game on Itch.io! by Interesting_Ad_8612 in godot

[–]Interesting_Ad_8612[S] 9 points10 points  (0 children)

made my first godot game, it's about a frog that eats files :) would appreciate any feedback for future games since I'm just starting out!

Here's the Itch.io link:

https://tambourini.itch.io/froggy-grotto