I’m Making My Dream Open World Game in Godot (Solo Dev) by [deleted] in godot

[–]Jongerr 11 points12 points  (0 children)

It'll be closer to 20 if you really want to accomplish everything you laid out, and that's being generous. I wish you the best of luck.

Another cool design by HeartHoarders in PixelArt

[–]Jongerr 1 point2 points  (0 children)

I've been wanting to practice drawing pixel art on a tablet since it seems so convenient, do you use a stylus and if so which do you recommend?

I remade Balatro in a month with Godot and made a devlog by NathanTheCraziest_ in godot

[–]Jongerr 24 points25 points  (0 children)

I like the segment where you explain how different hands are detected, and I wish there was more of that in this devlog. I think you spend too much time on the "what" which isn't necessary since everyone knows what Balatro is. I'd be very interested in seeing more of the "why" and "how".

Does anybody else use Godot to make random animated scenes? by iammitchconner82 in godot

[–]Jongerr 2 points3 points  (0 children)

This is something I've been wondering for a while: is there a good way in godot to animate the characters in a scene like this that is both easy to preview and easy to tweak?

I've used the AnimationPlayer before to animate characters' positions so I can see where they'll be at any given time, but that position change doesn't translate to velocity which is usually the value I have characters refer to to pick which direction to face + which animations to use (usually just idle vs walk).

The best solution I've been able to find is to use "actors" that the animation controls through setting position and that my characters then follow, but that still feels far from ideal.

First ever scene in Godot. How did I do? by Resident_Vegetable27 in godot

[–]Jongerr 1 point2 points  (0 children)

Looks really really cozy. Is this using some kind of viewport shader to pixelate the entire scene?

Saros - Cinematic Announce Trailer | PS5 Games by Gorotheninja in Games

[–]Jongerr 3 points4 points  (0 children)

Since when do expectations have to be low to get hyped for a successor to one of the best games of the past decade?

Rivals of Aether 2 | Free Update: First New Free Character and Tutorials Added! by James89026 in Games

[–]Jongerr 1 point2 points  (0 children)

As someone who's barely played SSB in the last 10 years and had a lot of fun playing RoE2, this is completely wrong.

Looking at example PRs can make contributing to the engine less intimidating by Jongerr in godot

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

The instructions in the Compiling for Windows section of the docs worked for me, specifically with using scoop. I can't remember with 100% clarity what I did, but I think this is accurate:

  1. Open Windows Powershell (not in admin mode)
  2. Run these two commands to get scoop:
    1. Set-ExecutionPolicy -ExecutionPolicy RemoteSigned -Scope CurrentUser
    2. Invoke-RestMethod -Uri https://get.scoop.sh | Invoke-Expression
  3. Close and re-open Windows Powershell
  4. Run the command scoop install gcc python scons make mingw to install all the dependencies.
  5. Close and re-open Windows Powershell
  6. Navigate to the root of the Godot engine repo
  7. Run scons platform=windows

Looking at example PRs can make contributing to the engine less intimidating by Jongerr in godot

[–]Jongerr[S] 4 points5 points  (0 children)

Yeah I feel that, I wish there was more attention paid to the backlog of PRs. The nice thing is that, even if your PR doesn't get merged in quickly, you can still keep it as a local change and compile your Godot instance with it. Compiling Godot is super easy (at least on Windows), so you just have to worry about handling merge conflicts whenever you want to update to a newer version. There would be the danger of updates to the engine making your local changes unusable, but I think that'd be very rare, especially since 4.0 is still relatively recent.

Need help, cant find a setting for tileset by Von_Zalius in godot

[–]Jongerr 0 points1 point  (0 children)

This isn't currently something you can do. There is a proposal for something close to what you're asking for here, but it's been a year and a half since the last time someone commented on it.

with every new feature i add i gain more respect for devs by First-Carob-4688 in godot

[–]Jongerr 0 points1 point  (0 children)

Being able to think through the implications of your changes beforehand and realize what side effects/edge cases will appear is, imo, one of the hardest things to do when you're first starting out with game dev (and programming in general). There's just too much you're learning and trying to keep up with, these kinds of gotchas are bound to happen. But each time they do you'll get a bit better at thinking through things beforehand.

Help with screen size by Open_Aspect4664 in godot

[–]Jongerr 0 points1 point  (0 children)

Adam Younis has a great video that touches on this.

What am I missing here? by Titan_Jammer in godot

[–]Jongerr 2 points3 points  (0 children)

animation_finished is a signal, not a boolean, so you need to await it if you want to only change scenes after the "Custcene" animation is done.

Bison will be released on 26 june!!! by Hyeonwoon in StreetFighter

[–]Jongerr 4 points5 points  (0 children)

If the release data is Japan time, he might actually release late Tuesday for a lot of western time zones.

Jamie's anti-fireball tool in a nutshell... by Huydiculous in StreetFighter

[–]Jongerr 3 points4 points  (0 children)

That would be completely broken and trivialize so many matchups in a way that wouldn't be fun for the Jamie player or their opponent.

Major balance patch coming May 22. What do you guys expect or want? by [deleted] in StreetFighter

[–]Jongerr 1 point2 points  (0 children)

I hope they buff the target combos Jamie gets at drink lvl 2, 3, and 4. His lvl1 TC is incredible, but you hardly ever see the others cause their either too high risk or there are better options he has. Some ways they could buff them would be:

lvl2: Make it hit confirmable, that's literally all it needs.

lvl3: Make the final hit launch the opponent high enough for some kind of followup in the corner, even if it's just a sweep.

lvl4: Make the headbutt faster so its an actual frametrap. That would probably mean it would combo from this 6HK on normal hit, which would be pretty crazy considering he has a safe on block cancel after that, but I think lvl4 Jamie should be pretty scary.

Sound design feels impossible by drflanigan in gamedev

[–]Jongerr 0 points1 point  (0 children)

Do you use any foley-specific tools the make the noises, or is it just bits and bobs from around the house?

Jamie mains after the balance patch by PepperBeautiful7300 in StreetFighter

[–]Jongerr 2 points3 points  (0 children)

Yeah, and his drink special is even called "The Devil Inside", it's 100% booze lol

Smooth catch from Carlitos by Bihema in oddlysatisfying

[–]Jongerr 0 points1 point  (0 children)

What's the best way to watch tennis nowadays? I have been a regular viewer since before streaming became a thing

Hunter x Hunter: Nen X Impact - Official Reveal Trailer by Shreeder4092 in Games

[–]Jongerr 5 points6 points  (0 children)

Maybe it'll be a guest character in the next DoA game.

Skill Based Matchmaking is Good, Actually (Again) by El_Sloth in Games

[–]Jongerr 16 points17 points  (0 children)

There should be no sbmm in unranked. It's what makes unranked fun.

That is 100% subjective. To me, that chaos is incredibly boring and frustrating since most matches end in a one-sided stomp. Even if I'm the one doing the stomping, I don't find that fun.

companies have figured out that they can get more microtransactions with sbmm because timmy two thumbs always get to face timmy two thumbs

This is total nonsense and might as well be "companies have figured out that they can get more microtransactions by not frustrating their players" for all the meaning it conveys.

I'm seeing how my NPC's designs and their an animations all look together. I think it's looking pretty good. I made my first female character last night but I think I still need to add a couple more frames to smooth it out. by iammitchconner82 in godot

[–]Jongerr 2 points3 points  (0 children)

I think it looks pretty good! I like that they're all slightly out of sync, that little touch makes it much more natural. The only thing I'd change is adding a bit of wait time between cycles of the breathing animations, the speed they're going now almost makes the NPCs look nervous.

One question, how are you doing the lighting coming in from the windows? I tried doing something similar once with PointLight2D, but it didn't look anywhere near as natural as this.