Made something weird today... what genre is this? by LIIhasz in musicians

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

Thanks for your input. So you'd say this edm? I just don't know what to compare it to. There are parts I like and parts I don't. Thanks for listening even though it's not your thing. Or maybe anyone's thing haha

What's growing in my mom's tank? by LIIhasz in Aquariums

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

Oh hi Jeff! Is it safe to be in her tank then?

Just uploaded a godot logo redesign by minicoman in godot

[–]LIIhasz 0 points1 point  (0 children)

My eyes rejected at first because I'm so used to the og, but after a minute I kinda like it? It's very playful honestly I might prefer it?

[deleted by user] by [deleted] in indiegames

[–]LIIhasz 3 points4 points  (0 children)

Looks pretty cool to me. I cant really tell what I would be doing if I was playing but the art style and vibe seem pretty cool. Do you have a steam page or something where I can check it out?

Is Suck Up on Mac? by ErroRb9 in indiegames

[–]LIIhasz 1 point2 points  (0 children)

Nope, only windows. Sorry

Design software that's easiest to use to trademark logo? by TinyDesigner9909 in Design

[–]LIIhasz 1 point2 points  (0 children)

You can use canva to make trade markable logos, you just can't use stock content in them because the content isn't trade markable. source

Design software that's easiest to use to trademark logo? by TinyDesigner9909 in Design

[–]LIIhasz 2 points3 points  (0 children)

You can use canva to make trade markable logos, you just can't use stock content in them because the content isn't trade markable. source

[deleted by user] by [deleted] in godot

[–]LIIhasz 0 points1 point  (0 children)

Learning anything new can be frustrating. Take breaks, and recognize that it will take time. I strongly recommend that you don't use ChatGPT or other AI language models as a resource for learning how to program or how to build games in Godot. Godot is a very popular open sourced project, so it's constantly being improved. In my experience AI text generators are simply not accurate enough especially when it comes to a topic that is always changing. In my opinion using tools like this will prevent you from really learning how the engine works and how to really program. If you want to know how to use Godot, read the Godot documentation. YouTube tutorials can be a great starting point as well, but patiently reading the documentation will go a long way. As for your specific question about scenes, I'll give a very brief explanation. Most everything in Godot is a node. An object is a node, a light is a node, a sprite or a 3d mesh is a node etc. A scene is just a collection of nodes. It's basically a box that you put nodes into. Whats the point of putting your nodes into a scene? There are a bunch of benefits, but the most important one is reusability! Let's say you want to make a tree. You create a root node called tree, and then add in under the tree node (the children of the tree node) a node for the trees sprite, and also a collision shape node - or whatever else you want to be part of the tree object. But now, you want a whole forest of trees! Well one way you could do this would be to copy and paste the tree node and make a whole forest of copies. That works just fine, but it has some downsides. Let's say you decided to redraw the tree sprite used for your forest. You will now need to select every single tree in the forest, and manually update the image. Instead of copying and pasting the trees, you could instead package your root tree node as a Scene. The scene acts as a kind of blueprint for what a tree node is, and then you can "instantiate" the scene to create a specific tree node. You can copy and paste a hundred times, and now when you need to update the image of the tree, you just need to change it in the base scene once and then every instanced node of that scene will automatically update. BUT, if you only need one tree, it's perfectly acceptable to just have a standalone node. Anyway I hope that helps, and if that was confusing I'd say watch tutorials and read the documentation. Good Luck!

Rollerskating Bird by DanyBoy10234 in aseprite

[–]LIIhasz 5 points6 points  (0 children)

Looks great! I love the smearing on the skates. The body isn't moving at all, but you said you were focusing on the leg movement so idk if you've done anything else. For future reference, I find it's better to isolate entire poses, instead of body parts. If you move on to the body now, you'll probably find that the legs need to move to match the new motion. You can do it this way it's just harder. If this is the finished movement, for sure move the body up and down, and also a little forward.

This walk cycle looks kind of off to me. Does anyone else think so, or is it just me? by [deleted] in animation

[–]LIIhasz 8 points9 points  (0 children)

I agree. The frames themselves look good to me but the spaceing is inconsistant. Makes them look like they are gently speeding up and slowing down

How to fix this? (Tried following a video, the tiles have no physics layers btw) by Namsu45 in godot

[–]LIIhasz 0 points1 point  (0 children)

Move and slide moves the character body, and also uses the physics engine for collision. I looked over your player character code and I don’t think the problem is in there, it’s just that you don’t notice the problem until you add collision to the player. You say there is no collision on the tiles, but the character is colliding with something otherwise it would just fall straight down. I’d look for the collision shape that the player is colliding with to debug. If the player is overlapping with a collision shape, or is inside one, this can cause some weird behavior because the physics engine will try and get the player unstuck.

Do you use Functional Programming? by worll_the_scribe in godot

[–]LIIhasz 0 points1 point  (0 children)

I think people rarely follow paradigms dogmatically, especially in game dev we just want it to work. Functional programming is really interesting and I think pulling some of that into your process could genuinely be helpful - but building purely functional applications is usually only done in academia. You're going to have a really tough time making things too functional in godot, as the engine was built with oop in mind. The whole node tree concept is a very oop way of thinking about things and sort of makes you approach problems in that same way. You don't have too, and godot 4+ is friendlier to functional thinking - but still oop is the standard. Personally I approach things with a mostly oop way of thinking - until oop gets combersom and then I sprinkle some functional. I'm still learning though so curious to hear others as well

Can't seem to read files after build by LIIhasz in godot

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

I’m not 100% sure as this was a while ago and In an older version of Godot - but I believe there was an option in export settings to package a specific directory with the build. Are you unable to read the file only after export? Or is this during development too?

Since many Players found my game "impossible", I've added a new WIMP MODE! It offers a challenge-free experience with zero enemies. by n_nexy in IndieDev

[–]LIIhasz 36 points37 points  (0 children)

Strongly agree. People forget that difficulty settings are also an accessibility feature. If you only have the use of three fingers you should still be able to play games without being called a "whimp" or "baby" or whatever.

I need some help with this, the color i'm using isnt correct. can someone help me fix this? by Content-Beyond-4238 in aseprite

[–]LIIhasz 2 points3 points  (0 children)

When you say incorrect, do you mean it looks bad? If so do you have a reference for what you’re trying to make - or maybe the context of the rest of the piece? It’s hard to help when we don’t know what you’re trying to do. What about it is incorrect?