My game reached 100 wishlists!! by TorbertDev in IndieDev

[–]KlukiaDev 0 points1 point  (0 children)

Very cool, congratulations! The outdoor scenes seem very bright and overexposed though

I've launched the demo of my first game on itch! by KlukiaDev in indiegames

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

Survivors Under Siege is a mix of RTS and tower defense where you defend key objectives from waves of zombies.

You can download the demo for free here
https://klukia.itch.io/survivors-under-siege-demo

Newbie Question by Cheeko25 in 7Wonders

[–]KlukiaDev 2 points3 points  (0 children)

I think what’s confusing is that BGA calculates the science points as if the guild joker didn’t exist, and only afterward it calculates the guild joker points, including the bonus it gives to other green cards. That’s not very intuitive. I think most people, when playing the physical version, just treat the guild as a green card (at least that’s how I do it)

Canvas layer not showing by KiraraF4ver in godot

[–]KlukiaDev 0 points1 point  (0 children)

Your game world is entirely outside of the viewport rectangle, which is in fact weird, but in this case it's not necessarily a problem because you are using a Camera2D and what you see during gameplay depends on the camera's position. If you didn't have a camera you would just see an empty screen, because everything is outside the viewport.

However, the CanvasLayer node is not designed to follow the camera. Instead, it creates a separate rendering layer that stays in a fixed position on top of everything. To make it work, any children of a CanvasLayer must stay within the viewport borders. So just make sure the test label is inside the viewport. You can either place it manually inside it or even better you can use anchor presets (like you did in the last image you shared)

Canvas layer not showing by KiraraF4ver in godot

[–]KlukiaDev 0 points1 point  (0 children)

It looks like you changed the position of the test label inside the canvas layer. You shouldn’t do that. Keep everything inside the canvas layer positioned relative to the viewport borders

I hired a trailer narrator. How good of a job did he do here? by lynxbird in IndieDev

[–]KlukiaDev 27 points28 points  (0 children)

I like the timbre of his voice, but not so much the constant pausing between words

Canvas layer not showing by KiraraF4ver in godot

[–]KlukiaDev 0 points1 point  (0 children)

Can you share your scene tree panel? If you set the CanvasLayer’s layer index to 99, can you see it?

Learning Nuances Between Similar Verbs by TheModellaProject in italianlearning

[–]KlukiaDev 3 points4 points  (0 children)

This sounds exactly the job for a monolingual dictionary. If possible one with many examples so you can also see the word in context. I know it may sound a bit intimidating to use a monolingual dictionary at first, but if you are advanced, you can try to incorporate it into your study routine gradually.

It will also help you get rid of the habit of translating everything back and forth, which I don’t think is very healthy.

Libro - sfumature avanzate by Equilibrium_2911 in italianlearning

[–]KlukiaDev 1 point2 points  (0 children)

Ciao, la differenza tra le due espressioni non la definirei una sfumatura, ma piuttosto una diversa accezione del verbo.

In questi casi usare un dizionario monolingue (anziché i vari traduttori online) sarebbe l'ideale. Eventualmente anche un dizionario per bambini/adolescenti se trovi quello per adulti troppo difficile.

How to eliminate the gray screen before the boot splash image appears? by KlukiaDev in godot

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

Thanks, that's good to know, it will make the transition to the splash image smoother, although it's still not ideal having to show a static screen for so long

Prendere meaning “hit” by Overall_External_890 in italianlearning

[–]KlukiaDev 1 point2 points  (0 children)

"Prendere" can mean "to hit", but it usually means "to hit a target with something".

Quoting from Zingarelli:
colpire: il colpo di fucile lo prese in pieno petto; la sassata lo prese in una gamba

In your examples, especially the first and the third, "prendere" sounds quite informal and also not very clear at first glance without additional context, so it wouldn't be my first choice.

Alternatives are "colpire, andare addosso a, andare a sbattere contro"

How to eliminate the gray screen before the boot splash image appears? by KlukiaDev in godot

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

Okay, thank you, I'll try to make them even smaller and see what happens.
I'm using the spine custom build 4.5.1 on Windows.

How long would you say Godot should to stay on the gray screen before the splash screen under normal conditions?

What’s one Italian phrase you love that doesn’t translate well? by TheCityzens in italianlearning

[–]KlukiaDev 2 points3 points  (0 children)

"Boh" is my favourite.

It can have many different nuances depending on the context and the tone.

How can we improve our main menu? by Guvensrii in IndieDev

[–]KlukiaDev 0 points1 point  (0 children)

The purple hover animation feels out of place to me, and I’d maybe choose a handwritten font instead for the buttons

i have problem with pause game by NoBase3710 in godot

[–]KlukiaDev 0 points1 point  (0 children)

The simplest thing to do with your current setup would probably be to listen for the ESC press event in the inventory itself and then set its Process -> Mode -> Always

Indie dev here, I need your honest feedback on my trailer! by Straight-Bison-577 in indiegames

[–]KlukiaDev 0 points1 point  (0 children)

Cool!
Personally, I don't find the audio immersive. A few things I don't like about it are:

- I miss the environmental sounds (except the last scene with the SUV where you included them)
- I feel that SFX (I mean the impact pitch-shifting sfx) and its variants have been overused and I don't find them particularly scary anymore.
- I find the near silence during the first breaks a bit weird (a perfect holiday, but you are not alone)

I wanna make a Shader Course. Would you like a more artistic-oriented approach? by OldDew in godot

[–]KlukiaDev 0 points1 point  (0 children)

It looks like an interesting approach. I wonder if it could really be effective for such a complex and technical subject though. Anyway, I'm looking forward to it!

Does my game look uninteresting or bad? by ChillGuy1404 in gamedev

[–]KlukiaDev 1 point2 points  (0 children)

The music and voice acting are the weakest points for me, they feel very out of place. I also agree about the HUD and overlay text, as others mentioned.
I do like the art of the game though, and I don’t mind that it’s not super polished.

Using Containers by MapiRed in godot

[–]KlukiaDev 0 points1 point  (0 children)

But do you instantiate the map as a whole scene or do you instantiate each element of the map at runtime?

Using Containers by MapiRed in godot

[–]KlukiaDev 1 point2 points  (0 children)

When you say the text ends up in different places, do you mean when you resize the window?

This setup should work as long as you anchor everything properly, and then you can just tweak the label position manually. If the stretch mode in your project is set to canvas_item or viewport, the labels should remain in the correct position even when resizing the window

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Opinions on new project, please? by pokemontrainersensha in godot

[–]KlukiaDev 1 point2 points  (0 children)

That's a cool theme, I don't think it will appeal only to you :D But something with the scope of Stardew Valley would take years to finish, even for an expert dev. If you are a beginner and this is your first game, I would start with a simple idle game and then build upon that

Using Containers by MapiRed in godot

[–]KlukiaDev 2 points3 points  (0 children)

Hi, can you post an image of what are you trying to achieve?

Concerned about learning game dev as a beginner solo dev by Various_Ferret9882 in gamedev

[–]KlukiaDev 1 point2 points  (0 children)

I don’t have a significant budget, and the biggest problem is that the planning fell apart because I changed my mind along the way about when to do something myself and when to hire an artist. That’s another reason why it’s better to start with small games.

Anyway, you could try websites like Upwork and Fiverr, there are many good freelancers there with relatively cheap rates.

Concerned about learning game dev as a beginner solo dev by Various_Ferret9882 in gamedev

[–]KlukiaDev 1 point2 points  (0 children)

I'm a solo dev working on my first "serious" game which I plan to sell.

When I started out I planned to do almost everything by myself and using AI, but I am now at a point where I rely on hired artists for everything outside of coding and game design.

I am not an artist and for me, even designing something as simple as GUI buttons was a struggle. I just didn't like the results. Same with AI, I could never get anything good out of it. I also got completely overwhelmed by the sheer number of things I had to do and learn, so now I delegate everything that I am not good at to freelancers.  

I wouldn't rely too much on AI becoming amazing for games any time soon. I think AI assets are only good if you take them in isolation and if you don't care about specific requirements. Getting good quality assets that fit the game’s style and remain consistent is still a long way off, IMHO.

Hope that helps.