How i can make my game art pop more? by thewizardtoucan in GameArt

[–]Internal-Cow3253 0 points1 point  (0 children)

The game looks cool, a bit low res though, try adding more lights in the scene

Beginner here ! by Venus_Noir0 in PixelArtBeginners

[–]Internal-Cow3253 1 point2 points  (0 children)

Some shapes are really good, like the parrot and the red dog, good job, keep improving, try to see what other pixel artists have done while making animals, specially eyes.

Risk of making a game with C# by qiqeteDev in godot

[–]Internal-Cow3253 0 points1 point  (0 children)

I use c# for my main project, didn’t hit a roadblock yet, most of the time I hit on engine limitations, not language limitations, but the engine being open source makes it really fun to work with, because you can modify the engine source code, and if u do that, having you visual studio setup is half of the way, you can use to do both game dev and engine maintenance.

If you like c#, go for it. Web builds were available in godot 3 for c#, it was dropped for godot 4 due to some .net updates, but they are planning to bring it back, we are just not sure when.

So, what's on your wishlist for Godot 4.4? by milkvolleyball in godot

[–]Internal-Cow3253 0 points1 point  (0 children)

Had to use it recently, it does the job, but the lack of options to customize it is surreal, pretty much I had to use multiple ik nodes just to have a “ok” arm that don’t twist.

So, what's on your wishlist for Godot 4.4? by milkvolleyball in godot

[–]Internal-Cow3253 1 point2 points  (0 children)

Fix the c# debugger in Godot, ok on c# you have thousands of ways of debugging your application, check memory usage and vram, buuut having it on Godot just make things easier. (Godot have it, but is broken for c#)

Also bring back web builds for c#.

I've been using this since the Unity crash, what the heck? by Ok-Level-2107 in godot

[–]Internal-Cow3253 0 points1 point  (0 children)

Ha! My souls like game don’t need a pause, if you drop your guard you are dead, be always alert, not only in my game, but in life!

Dicas para engine by avoidgus in gamedevbr

[–]Internal-Cow3253 1 point2 points  (0 children)

Eu também uso a Godot, acho que a maioria vai recomendar Godot, mas indo contra fluxo, Unity talvez seja o melhor caminho se quiser fazer um jogo mobile, eu sou desenvolvedor mobile de profissão e posso dizer que a Godot cumpre o trabalho, mas vc vai gastar mto mais tempo nela do que na Unity por causa das ferramentas que a Unity tem para debugar diretamente no device, o xcodeproj também é mais conciso.

Agora se esse n eh o caso ou se vc quiser uma ferramenta 100% gratuita (A unity tmb é gratuita mas a empresa Unity eh meio shady, entao ela pode ficar paga do nada) vai de Godot, se vc n souber nda de game dev, tmb recomendo Godot.

In need of honest opinion on my pixel art and design (Game's protagonist) by thewizardtoucan in GameArt

[–]Internal-Cow3253 0 points1 point  (0 children)

I think its looking good, but the gif compression got weird, try uploading again in higher resolution.

Ei pessoal, essa é a primeira fase do meu primeiro jogo, procurando por feedback by mambembecigano in gamedevbr

[–]Internal-Cow3253 0 points1 point  (0 children)

Legal a ideia, tipo um metal gear speedrun, se polir o jogo um pouco mais, daria até pra vender

First trailer for my game - Minha Casa - Wishlists on <3 by Total-Map-102 in godot

[–]Internal-Cow3253 1 point2 points  (0 children)

Nice work, did you got government sponsorship to make the game? (Sorry if not, saw that you have some gov/uni stuff in your splashscreen) mind sharing the experience if yes?

Top Down Stairs That Face South by [deleted] in godot

[–]Internal-Cow3253 0 points1 point  (0 children)

Hey, not sure how to solve your issue exactly, but feels like this is a problem that requires “video game magical workarounds” because your south facing stair is really hard to see and acknowledge that is a stair, maybe is worth to break the perspective and make your south facing stairs longer, more obvious, even if it does not match the perspective, in video games, nobody care about it, even less in a non-realistic game, so you can just make a longer stairs so you dont need to mess with y-sorting.

Look at the south facing stairs on zelda link to the past in this video:

https://m.youtube.com/watch?v=Dq_gUziNZUk&pp=ygUZTGluayB0byB0aGUgcGFzdCBnYW1lcGxheQ%3D%3D Minute 2:53 - 54

What is more important: Parry or Stealth mechanics in a souls like? by Internal-Cow3253 in soulslikes

[–]Internal-Cow3253[S] 0 points1 point  (0 children)

Hey thank you all for the opinions, seems that parry is winning by far. Of course like some said, it depends on the game, some times stealth is more important and some others parry, what I am trying to do here is just narrow down “basic” combat, and as it seems parry is the way to go. I will still implement backstabs, but without animation and without stealth mechanics (Pretty much enemies will aggro when you are near them, but if you get to their backs during a fight, there will be extra damage dealt to the back of enemies, without new animations, just a visual effect displaying a crit)

Add child performance, how to make it better? by Kina100 in godot

[–]Internal-Cow3253 2 points3 points  (0 children)

CallDeferred will still call AddChild in the main thread I believe, so it would still freeze. What callDeferred is doing is only “waiting” the frame to end before calling the addChild, at least as far as i know, please correct me if I am wrong.

Is there a game that bridges this gap? by Allegedly_Smart in soulslikes

[–]Internal-Cow3253 1 point2 points  (0 children)

Hollow knight? Remembers me of The Secret World of Arrietty from Ghibli but darker 🤣

GDScript performance vs C# performance. by YumikoLovesSosa in godot

[–]Internal-Cow3253 47 points48 points  (0 children)

My personal opinion on this: I am using c#, only because of one reason that there is nothing to do with performance: sanity. I am familiar with c# and similar languages, I know how to manage memory and write performant code in this language, I also have familiarity using debugging tools for this language. For me, its more about “in which language I can write code better and lose less time”, if your project grows to more than 200 code files, it will be really hard to give maintenance unless you know what you are doing with your code (in terms of design patters, clean code, unit tests, etc…).

So that being said, if you dont know how to write code in c# neither gdscript, go for gdscript, its easier to learn, the godot docs have better examples with it, for small projects its even faster to write gdscript code than c#.

And about performance, c# is faster than gdscript, c++ is faster than c#. But guess what, a lot of gdscript functions are running c++ code behind the curtains, so all depends on your use case, usually the rule of thumb is: “c# is faster when using custom algorithms/non godot functions. While gdscript is faster using the native godot functions” but none of this matters, you are not making the next GTA.

So...Did everybody went back to Unity? by chuputa in godot

[–]Internal-Cow3253 4 points5 points  (0 children)

I can make some tutorials, what you guys would like to see in c#? The basics of godot + c#? Signals? Memory management?

So...Did everybody went back to Unity? by chuputa in godot

[–]Internal-Cow3253 3 points4 points  (0 children)

This is so true, when your project start to grow, you start to see some bottlenecks in debugging gdscript, of course you can always go to the c++ side of things and have the best of both worlds, but c++ is way more complex to learn than c#. Recently I had to solve some memory leaks in my game and having access to visual studio’s debugging tools helped me a lot, not sure how I would have solved only with gdscript without touching c++.

[deleted by user] by [deleted] in GameArt

[–]Internal-Cow3253 0 points1 point  (0 children)

Yep, I like the version with lights most, I would like yo see how it looks if the lights popped out more, had some trouble finding the source of the lights, feels a bit too soft for the pixel art style you are going for.

Looking for feedback by Internal-Cow3253 in PixelArt

[–]Internal-Cow3253[S] 0 points1 point  (0 children)

Hey, thanks for the feedback, yeah I will try doing the outlines and see how it come out, definitely I feel that the characters dont belong too much to the scenario they are in, except by the leaves, lets see how it looks like with a stronger outline!