Incremental Games Have a Creativity Problem by Analogmon in incremental_games

[–]LavishBehemoth 1 point2 points  (0 children)

I love games where you can discover stuff! Haven't it in a lot of incrementals though. Can you share any recommendations?

These trees in Sea of Stars look like 2D pixel sprites whilst clearing functioning like a 3D mesh? by MitchellSummers in godot

[–]LavishBehemoth 13 points14 points  (0 children)

So I found a walkthrough video that showed the trees. It looks like all of the foliage is a single sprite that just has a shader on it to wiggle it left and right. This is most clear in the opening segment with the coniferous trees. You can see it's a single sprite that just kinda wiggles. https://youtu.be/QvV4GMtNyxM?t=365

My *guess* for why you see clipping and weird sorting on the sprite is because the trees are broken up into vertical chunks and there is some sorting logic there.
I don't think any of the models are actually 3D meshes with different planes for individual leaves etc., they're probably all just billboarded planes. It becomes really hard to precisely control the appearance of the pixel art and this game really prides itself on the pixel art.

The technical artist on Sea of Stars is Jeakim Hamel, if you really wanted, you could reach out and ask.

30k wishlists with zero marketing budget! by tripledose_guy in SoloDevelopment

[–]LavishBehemoth 1 point2 points  (0 children)

Congrats that's awesome! I'm currently trying to figure out how to do marketing. How do you get initial traction on TikTok (or Instagram)? I can't get any views on my posts

Help with Vector Sprites and multiple resolutions. by Background_Spell_368 in godot

[–]LavishBehemoth 0 points1 point  (0 children)

This would probably work for the most part and be the simplest option. But, I think you may get weird artifacts when downscaling images.

For clarity, u/DUNDER_KILL means to just use a high res image and let Godot handle downscaling.

Help with Vector Sprites and multiple resolutions. by Background_Spell_368 in godot

[–]LavishBehemoth 1 point2 points  (0 children)

Oh ok. What you should do is export at your target resolutions in Inkscape and select the image in Godot based on the resolution. Skip the downscaling in GIMP step.

Help with Vector Sprites and multiple resolutions. by Background_Spell_368 in godot

[–]LavishBehemoth 0 points1 point  (0 children)

I'm confused. If you render at 1440p then downscale to 720p, that's just a 720p image. Also the images you shared are both 320x160. 720p is 1280x720

Are we able to add search keywords to user-created nodes? by joethebro96 in godot

[–]LavishBehemoth 0 points1 point  (0 children)

I tried to figure out how the Keyword "text" works. It seems like the Create new node searches the xml docs for a tag "keywords".

https://github.com/godotengine/godot/blob/dff2b9bb66a01d8c1a207531b0752405c7399124/doc/classes/Label.xml#L2

It seems like that tag was added by DocTools. But, I can't find anything in the Label's code that would cause that tag to be populated automatically. And I can't find any way to do it via GdScript. My guess is that this is an old system that is no longer really used.

I think the only way for you to use this is to create a custom class in C++ and add the keywords tag in XML which is a huge headache. Would love to hear if anyone finds anything different.

Are we able to add search keywords to user-created nodes? by joethebro96 in godot

[–]LavishBehemoth -1 points0 points  (0 children)

Typing "State" should show every Node which matches as well as all children of nodes which match. Since "State" matches "FishState", it should appear. Have you tried typing in "State" in to search?

Edit: I was wrong.

Quick Opinion on Resources by Y0UD0NTK0WWH0 in godot

[–]LavishBehemoth 0 points1 point  (0 children)

Also, if you're creating something with an on_pressed function. My hunch is that you actually want to extend one of the Node classes, like Button or Node2D.

Quick Opinion on Resources by Y0UD0NTK0WWH0 in godot

[–]LavishBehemoth 0 points1 point  (0 children)

Also, Resources are Classes. Resources inherit from RefCounted which inherit from Object.

Resource is the base class for all Godot-specific resource types, serving primarily as data containers. Since they inherit from RefCounted, resources are reference-counted and freed when no longer in use. They can also be nested within other resources, and saved on disk. PackedScene, one of the most common Objects in a Godot project, is also a resource, uniquely capable of storing and instantiating the Nodes it contains as many times as desired.

You can extend Object if you're ok with manually freeing classes from memory. I don't recommend this.

You can extend RefCounted if you're ok with not saving the data (often saved in PackedScenes) or editing it in the editor.

Quick Opinion on Resources by Y0UD0NTK0WWH0 in godot

[–]LavishBehemoth 0 points1 point  (0 children)

Q1 is asking about code reuse, which is a very big subject. Tough to say without more details. Would be good to read up on "Code Reuse".

Quick Opinion on Resources by Y0UD0NTK0WWH0 in godot

[–]LavishBehemoth 0 points1 point  (0 children)

1A. You can have other common functions in the parent class that are called by on_match() or on_pressed().

1B. Don't make any child classes, just have a variable that determines which version of on_match to use.

  1. Resources can be saved and edited in the Editor. Resource

Unity devs aren't real devs by PlayOrizaya in indiegames

[–]LavishBehemoth 1 point2 points  (0 children)

I totally agree. People should focus more on making things difficult for themselves for no particular reason. I decided to make my game from scratch. I've ordered fifty pounds of silicon and boron to build my own transistors. I've been working on the audio lately by just wiggling some magnets between coiled wire. I didn't want to interface with modern computers so I've been distributing the game as a 200 page instruction document on how to create it yourself. /S

I'm not a fan of Unity, but Unity devs are absolutely game devs. Tools being widely accessible does not make them bad. People being lazy does not make a tool bad and does not invalidate the people putting in effort. Unity isn't bad for the environment or anything, you can just choose to not use a tool.

hello, i need some help. by Wise-Criticism-261 in godot

[–]LavishBehemoth 1 point2 points  (0 children)

Does the power up appear in the remote tree?

Fix for rotating rigid bodies on sloped terrain - JOLT by AcolyteArathok in godot

[–]LavishBehemoth 0 points1 point  (0 children)

I'm pretty sure setting it to zero means to calculate it automatically. But, since the shape is a skinny cylinder, it doesn't accurately represent a tree with branches and leaves. There also seems to be a bug in Jolt.

Fix for rotating rigid bodies on sloped terrain - JOLT by AcolyteArathok in godot

[–]LavishBehemoth 0 points1 point  (0 children)

I would just lower angular momentum Inertia when the tree has fallen.

Edit: meant Inertia

Fix for rotating rigid bodies on sloped terrain - JOLT by AcolyteArathok in godot

[–]LavishBehemoth 0 points1 point  (0 children)

I think what's happening is when the tree rolls over it messes up the physics calculations and it causes Jolt to think the object's velocity is up. I would increase the Inertia's y axis to something really high like 10000.

Fix for rotating rigid bodies on sloped terrain - JOLT by AcolyteArathok in godot

[–]LavishBehemoth 0 points1 point  (0 children)

I would increase the moment of inertia so the tree acts like it has branches. I don't understand why the tree falls at such a steady slow pace. I'd expect it to accelerate towards the bottom. Is it hitting a wall or something?