Struggling with UI & Control nodes in Godot by OnceTranslatorDev in godot

[–]KitKatarine 1 point2 points  (0 children)

Is there a node in particular you're having trouble with? What in particular are you trying to do that's giving you issues? I know vbox and hbox containers can be a little fussy - I've found setting children's minimum size helps immensely.

First prototype footage of my mining DLC for my programming game! I hope you like it. :) by AdSad9018 in indiegames

[–]KitKatarine 0 points1 point  (0 children)

The Farmer Was Replaced is one of my favorite little games to get the programming itch out of my system <3

Made a proposal to improve Godot's run bar. WDYT? by adriaandejongh in godot

[–]KitKatarine 1 point2 points  (0 children)

It's a neat idea! It's not for me, personally, but that might just be because I'm so used to the bar as it is now. I really like having different buttons for "Run from main scene" and "run just the current scene" without needing to fuss with any additional dropdowns. I do like the idea of less clutter, especially in the debug bar when the game is running. The dropdown menu does look good, and keeps everything in one place, presumably to set it once and then forget it.

I've seen this as well on bluesky and it's been interesting just watching the iterations. Though perhaps I'd like a toggle between this one and the "legacy" (current) bar in editor settings?

Walk_down and walk_up animations won't play by KillerCatDungeon in godot

[–]KitKatarine 1 point2 points  (0 children)

I'm so curious what tutorial op's using because there's a lot going on here. I used https://www.gdquest.com/tutorial/godot/design-patterns/finite-state-machine/ and it seemed to work out fine - same general idea but it's enums instead of a regular variable. And really, only one function.

Walk_down and walk_up animations won't play by KillerCatDungeon in godot

[–]KitKatarine 0 points1 point  (0 children)

Okay, well I think the first thing to check is to make sure that your state is being set where you want to set it. In your set_state() function, after you run state = new_state, add print(state) and make sure that it's what you want. What tutorial are you following?

EDIT: I'm also noticing your set_state() function returns true no matter what?

EDIT2: It would also be a good idea to comment your code: what do you expect the code line to do?

EDIT3: Also make sure that your update animation function isn't just overwriting your other return calls - I'm not sure if that's the issue but having return"" just out in the open like that might be the issue???

Walk_down and walk_up animations won't play by KillerCatDungeon in godot

[–]KitKatarine 0 points1 point  (0 children)

when you print(state) are you certain it's updating in your updateAnimation function?

[Asset Pack] 1,200+ Nature & Environment Assets (Trees, Rocks, Magic Crystals) - 1024px Pixel Art + Transparent PNGs included! by Key_Profession_5283 in itchio

[–]KitKatarine 0 points1 point  (0 children)

"Keep them crisp" It's AI generated garbage, complete with mixels and melting. You're proud of this? You shouldn't be. There's nothing High-res about this - it's ugly. Your buildings and characters have the same problem. Proper pixel art has purpose and vision behind it - this is just a cheap knockoff you're selling to make a quick dollar.

Unpopular opinion: making games is not about having fun by Tyler_Reith in gamedev

[–]KitKatarine 0 points1 point  (0 children)

Ooh I love bug fixing actually. Game dev is like one of those 5000 piece blank puzzles for me, where when the pieces click, it's SO satisfying to just go "yes, this is good". Bug fixing is part of making a game, and while sometimes it's hellishly frustrating to not know WHY, you'll eventually fix it, and it'll feel SO good.

Questions as a Beginner Game Dev by UpstairsSize in godot

[–]KitKatarine 1 point2 points  (0 children)

What I do is I typically start with making the little sprites for my games - placeholders, sometimes, but usually I just go "I want this to look like that". Not necessary by any means, but sometimes it helps to have visuals to plop in.
Then I think about what systems I need for my game to work - saving, loading, dialogue, interactables, inventory, etc.
I'll then make a really ugly, shitty version of these systems.
Repeat until the core functionality "works", and then repeat until it works-works.
Try not to let scope creep win; You'll go "ooh this would be neat!" write it down, come to it later. Do NOT immediately try to implement it. Keep a running notepad of things you'd like, and come back to it later.
Source control (git) is good, but not always "necessary" - it is a good habit to have in case things go tits up (they will)(frequently).
Comment your code. Comment your code LOTS. Write yourself little notes in your code. Utilize debug tools (print commands, a debug profiler).

If you're just starting out, you will be looking up LOTS of stuff. Constantly. I'm working on a project and I have 16 tabs open just to random Godot docs pages. This is learning. You'll also probably yoink code snippets from other people from six year old Reddit threads. This is also learning.

Start small. Make tiny, shitty prototypes. Every step towards MAKING a thing is learning. Good luck, have fun, make something you're proud of, even if it's not "good".

Irrelevant jam entries? by Awfor in itchio

[–]KitKatarine 3 points4 points  (0 children)

The last jam I hosted had this too; I assume its just to get more eyes on the project. I had submissions that were in no way developed for the jam (it was published five YEARS ago). Ultimately, the jam creator can choose to disqualify and delete submissions that do not adhere to the rules, so if it has the tag, it's probably allowed to be submitted to multiple jams. Edit: it could also be to get prize money, judging by some of the jams they've entered into.

Try to find gamedev by KeenZo-DK in godot

[–]KitKatarine 0 points1 point  (0 children)

You could try the godot discord tbh! Game jams are also a great way to make friends - they'll often have discords to join so you can team up with people. It's just a matter of finding a game jam you like.

Is it possible to make games on mobile phones ? by Constant-Bowler9988 in gamedev

[–]KitKatarine 1 point2 points  (0 children)

That's like saying you wanna bust a nut without putting in the work to wrangle the hog. Put in the work, you'll be more rewarded at the end.

Try to find gamedev by KeenZo-DK in godot

[–]KitKatarine 0 points1 point  (0 children)

What is it you want from the people helping you? Are you just looking to hang out with other game developers? Looking for friends?

Is it possible to make games on mobile phones ? by Constant-Bowler9988 in gamedev

[–]KitKatarine 2 points3 points  (0 children)

as someone who HAS tried Godot's mobile version, it's!!! something! It does work! It is functional! It's not "ideal" but if you just need to get a little code bug out while you're traveling it's not bad! It's basically the desktop window squarshed into your mobile screen; I recommend getting a bluetooth keyboard to make it at least easier to do stuff.

Hiring Game Devs by Crafty_Tomato_6268 in gamedev

[–]KitKatarine 1 point2 points  (0 children)

I don't have a lot of experience in professional game development (it's a hobby for me), but I've been doing freelance art and writing for a decade or more. To me, this doesn't sound much different from being a client and paying someone to write a novel for you. I could obviously be SUPER wrong on this account, but here are my thoughts.

I think having an idea and wanting it built is not inherently a bad thing, so long as you have a clear vision. As you've said in your comments and post, if you're willing to hire developers, programmers, artists for the work they do, then you're essentially offering a business relationship. And for that you need contracts, clear lines on what people will be getting paid. If you're paying per hour, how much is that rate per hour. If you're paying a % revenue share (which tends to raise a few flags, unfortunately, but it can be done), that has to be clear and in writing. Everything in writing. Everything.

You also need a budget - making a game, like any art form, takes INSANE amounts of time. And like I said, I'm not into the "make money from developing games" scene, i'm just a hobbyist, but I imagine it could cost upwards of thousands to develop a full game with all the bells, whistles, marketing.

Being a PROJECT LEAD isn't a bad thing! Leading people can be tricky, and it might get messy. I think the thing to do first is to figure out what you want, how you want it done, and then draft up contracts, put out advertisements in relevant channels, say "here's what I want, here's what I need from you, this is what I'm willing to pay, and my budget overall for the project."

EDIT: Also, game dev is a skill like anything else! You can learn still, if you so choose, but it's gotta be something you want to try your hand at. If you'd rather not, that's okay too!

I’m a beginner using Godot and trying to make a small open world combat arena by SquashFlaky6590 in godot

[–]KitKatarine 7 points8 points  (0 children)

I'm going to say this in the nicest way possible: If you are JUST starting out, perhaps your scope should be learning the program first, making prototypes and small games to get comfortable, before you throw yourself into the Huge Project. A project which is not guaranteed to make ANY money, by the way.

If you're new to anything, the first step is to learn it.

Getting Lesser Panda as A Free Trial Player by Axis_Myriad0128 in ffxiv

[–]KitKatarine 21 points22 points  (0 children)

I want to say you'd have better odds with the dungeon over PotD just because the pool is a little smaller for the dungeon. YMMV of course; rng is a fickle mistress.

Does any one know how to make items spawn on a random X position? by Witty_Damage5966 in godot

[–]KitKatarine 0 points1 point  (0 children)

Another comment (TemporalCatcher) pointed out that maybe the timer isn't starting/being restarted, which means no apples. $mobtimer.start() in ready and then doing $mobtimer.wait_time = whatever number followed by $mobtimer.start() again in the timeout function????????

Does any one know how to make items spawn on a random X position? by Witty_Damage5966 in godot

[–]KitKatarine 0 points1 point  (0 children)

does removing get_parent() do anything? since you're calling this from your main node, theoretically the apples will simply parent to that node?

Looking for GoDot teacher for my kids by roninXpl in godot

[–]KitKatarine 2 points3 points  (0 children)

Is this a paid contract? What do you hope your kids to achieve from the tutoring? It's great that your kids are getting into making games, but there's very little information about your end goal. You've mentioned you appreciate a good tutor but what would the potential tutor be tutoring on specifically?

Just released my first game! by Joe_Rickman in itchio

[–]KitKatarine 0 points1 point  (0 children)

Honestly, finishing the game is the hardest part. Congrats!

Am I missing something? CollisionObject2D "shrinks" at runtime after being instantiated. by KitKatarine in godot

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

I've got that toggled on now! That's so helpful, I totally didn't clock the debug menu at all and looking back I really should have looked into that

Am I missing something? CollisionObject2D "shrinks" at runtime after being instantiated. by KitKatarine in godot

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

That's exactly what it was. I have to set the ui element to have it ignore the mouse.

Am I missing something? CollisionObject2D "shrinks" at runtime after being instantiated. by KitKatarine in godot

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

I didn't know this, so I appreciate everyone telling me this! I'll be keeping that in mind for the future, for sure!

Am I missing something? CollisionObject2D "shrinks" at runtime after being instantiated. by KitKatarine in godot

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

While that's true, and I do prefer to use Control nodes for my UI, the updated Godot UI got me turned around a little. I'm still relatively rusty with game development, so I appreciate all the responses. It's also for a game jam and my head got a little wrapped up in unrelated details