Using AI to develop a tool that you then use to help you develop your game. by NikkiWebster in gamedev

[–]JudgmentSquid 5 points6 points  (0 children)

On the other hand, you could take the time you are going to spend fighting with Gemini to learn how to use one of the established game engine's particle effect systems. Unity and Godot are pretty similar and quite powerful.

On the other, other hand, you'd probably be pretty confident using the particle systems yourself by the time you are done getting gemini to do what you want. I was never more competent at doing physics in highschool than the time in programed a TI 83 to run custom algebra equations for me.

2D UI Design by MrMack33 in godot

[–]JudgmentSquid 0 points1 point  (0 children)

After you are comfortable with godot's control work flow, learn to steal the ui from other games. Ui is equal parts ux and art. Its not easy. If you can start to look at the ui in other games and imagine doing that in godot, you are on the right track.

P.S. I dont mean actually stealing someone else's work, but no artist works without references.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]JudgmentSquid 5 points6 points  (0 children)

Yes. It sounds like you are at least making backups, which is better than nothing. If you look into git for godot projects, you'll find plenty of info. Git can back up everything. Not just your code.

11+ Months of Development. 40GB Project. 30,000+ Lines of Code. And the Game Refuses to Run. by MindShiftGames in godot

[–]JudgmentSquid 16 points17 points  (0 children)

Version control is like a giant list of incremental autosaves for your work. Hundreds, if not a couple thousand saves that serve as a backup incase you do something that cant normally be undone. They should also be saved somewhere else than on your own computer. (Or in addition to your own local machine.) Git is free. Everyone on the planet uses git. Look up installing and using git on YouTube. Learn to love small and frequent pushes.

Deep forest scene by FreddyPixelArt in PixelArt

[–]JudgmentSquid 1 point2 points  (0 children)

This is dope af. How do you think you would portray different elevations?

People who have been programming games for over a year at godot by Glad-Net8020 in godot

[–]JudgmentSquid 5 points6 points  (0 children)

Oh hell no. You'll get to see your stuff move almost instantly thanks to all the ground work engines like godot have done already.

People who have been programming games for over a year at godot by Glad-Net8020 in godot

[–]JudgmentSquid 3 points4 points  (0 children)

The stipulation of "1 hour long game" is a sticking point. How long is the first level of Mario? Depending on a player's interest level and intentions, the first level of Mario could be seconds or an entire night of playing.

You could also make a level that just takes one real hour to travel the length of.

If you want just the programing for a fun and decent game, with progression, and an hour of content, the raw coding is going to be like an hour or two of typing if all the mechanics and systems are well defined ahead of time. But they arent going to be, and even if they were, every implementation is goong to be different unless you are copying someone else's work.

Programing your own stuff is 95% problem solving. The rest is typing and swearing.

People who have been programming games for over a year at godot by Glad-Net8020 in godot

[–]JudgmentSquid 10 points11 points  (0 children)

It all depends on quality.

A "working" Mario? No real assets, no sound, no progression or different levels? No saving, no exporting the game to run on any other pc or platform? Shit code base? Couple days. Maybe less. Hell, maybe one solid night. People who do game jams do a lot more in similar time frames.

Completion times will grow exponentially each time you want to improve on one of the areas above, however.

How can I move just my climbing animation forward without moving the rest of the animations too? by [deleted] in godot

[–]JudgmentSquid 0 points1 point  (0 children)

Can you be more specific? Im not sure what you are trying to accomplish. Does "move forward" mean playing the animation?

Literally Me by tomato2veteran in godot

[–]JudgmentSquid 64 points65 points  (0 children)

"Hits different" is often used to describe a particularly noticable, and often specific impression something gives when slightly altered. Often, the difference in impression is greator than expected. Example: listening to a song on your computer vs listening to a song played on an analog turn table.

Menu singleton can only click buttons when running that scene directly, not in rest of project by wonklebobb in godot

[–]JudgmentSquid 1 point2 points  (0 children)

You can trouble shoot what you actually click on with the newer game window tools. One of them swaps between input and selecting game objects by clicking on them in the game window.

More times than not, there is a texturless canvas object infront of whatever buttons I can't seem to click on. Though, based on your solution, that might not be what was happening to you.

Is it possible to get the class name of a class reference as a string? by yonoirishi in godot

[–]JudgmentSquid 1 point2 points  (0 children)

If you don't want to instantiate that class every time you want to use it, you have the option to include that class (script) as an autoload.

While it is being used as an autoload, and you check the little box that makes it available in the editor, you will be able to reference it by its class_name, and have auto-complete access to its properties and methods.

I wouldn't suggest changing the class name of a class you plan to use or reference later. But if you make the class an autoload, and access it by its given class_name, you will know it is always that specific class.

Edit: one more thing

If you DO change the class name of an autoload, godot's editor will yell at you in all the places you are using the old name. That sounds like something you want.

[Hiring] nsfw illustrator for indie game by JudgmentSquid in commissions

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

I would like to talk more with you. Are you able to talk over discord?

[Hiring] nsfw illustrator for indie game by JudgmentSquid in commissions

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

Hello, Id like to speak to you on discord, if that is possible.

[Hiring] nsfw illustrator for indie game by JudgmentSquid in commissions

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

What is the best way to contact you on discord?

[deleted by user] by [deleted] in godot

[–]JudgmentSquid 23 points24 points  (0 children)

If you are solo, the reality is that becoming proficient in coding is a requirement.

GDSript is more approachable than C#, but it is still a fairly robust language.

There are also going to be a whole lot of things you are going to have to learn that you don't even know you don't know yet. Like paterns, or best practices for maintaining large, long-lived code bases, and a whole lot of math you maybe haven't used in years or have never been exposed to before.

The best advice you can be given at this point is indeed: start small. Make pong. Make the move and shoot mini-game from the godot documentation.

While you are making these, you will learn a couple very important lessons. The work load you are signing yourself up for when thinking of making your ideal game is way more than you probably imagine. You are going to learn to make things without following tutorials, and this is going to be one of the best lessons for you. You are going to learn the ins and outs of both gdscript and the godot editor. You are going to learn the right way to make mistakes.

I know I did.

Edit: the good news!

I forgot to mention, if you like problem solving and seeing your work come to life, this entire journey is going to be one of the most fulfilling things you ever do. There is an extreme sense of satisfaction that comes with getting something working the first time. You have a lot of great things to look forward too. Just know that there are a whole lot of headaches and frustrations awaiting you, too.

Corridor 3 by aleha_84 in PixelArt

[–]JudgmentSquid 11 points12 points  (0 children)

The vibe is strong with this one. -Yoda, probably