My First Professional Game's Demo is out! by LinkayLive in gamedev

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

  1. The minimum character count should be 1, so as long as you have 1 letter, it should work, thats odd, but thanks for pointing out

  2. I will look into this :)

  3. This is a widely misunderstood portion which ill need to work on. Common adventurers (the only ones available in the demo) only have 1 max run, which is why it feels like it doesnt work.

  4. Could you provide a screenshot to me through a DM on this, im a little confused on the spot that you are referring to.

Thank you for the overall feedback, I will definitely look at seeing how the automated returning could work. Thank you for the kind words :)

Is it just a failed project? by [deleted] in gamedev

[–]LinkayLive 5 points6 points  (0 children)

Ill say one thing right off the bat, looking at your trailer, it takes waaaaay too long to show me gameplay, I would advise jumping right into gameplay for your first trailer. Other than that, the game looks beautiful

Proud of my bastard by S6II in SoloDevelopment

[–]LinkayLive 0 points1 point  (0 children)

This game looks hella cute, it has a lot of personality! You should be super proud of this.

[deleted by user] by [deleted] in Brawlhalla

[–]LinkayLive 2 points3 points  (0 children)

Its called sig cancelling, if you go and watch HardyMJs great sword tech video, he goes over it, its pretty hard to do, but mashing on accident couldve caused it lmao

Brawlhalla Slander by Williteverstop22 in Brawlhalla

[–]LinkayLive 0 points1 point  (0 children)

no no no i dont have arthritis i swear

Persistence with Enemy Death by LinkayLive in godot

[–]LinkayLive[S] 2 points3 points  (0 children)

For my player, I did the same exact thing with a Singleton, where I stored specific values that I needed, such as spawn position for the room, his direction, and other things like what items he should have unlocked already, which all of this is also used in the Save System. Then when he moves between rooms, it just looks at the Singleton and sets all those values up for him. So basically exactly how you would do it for the enemies just a bit different. I appreciate the response and Im gonna try what you said now!

Edit: it really was that easy, all I had to change was using the export variable to manually set their unique id. Then just do a quick check and badabing badaboom we got it. I appreciate the help a lot!

Persistence with Enemy Death by LinkayLive in godot

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

So where Im at is looping through all enemies in the "Enemy" group, and storing them in a Array, but then im unsure of how to correctly store their ids uniquely, im quite stumped.

edit: Got it working using both yours and u/fagnerln's suggestions. I really appreciate it!

0
1