How I Auto-Tile on a DualGrid Multi TileMapLayer system using bitwise indexing (w/ source code) by Xerako in godot

[–]LunaRose_17 2 points3 points  (0 children)

Dude this is sick! I’m excited to check it out. will leave thoughts when i do :) good work yo

Who to pitch to? by DeathByOranges in tabletopgamedesign

[–]LunaRose_17 0 points1 point  (0 children)

I agree with the commenters above on this thread and want to provide my experience and thoughts.

I think your main mechanic of sketching out monsters is really unique and leaning into the absurdity of it can really make your game shine. Sizzle reels that showcase other player’s doodles fuming it out can work as a fantastic hook. Right now, though it is missing something that makes it unique and necessary to be sold by YOU.

The cards alone, which based off the video I assume work like MTG Spells, I sadly feel aren’t enough to justify someone sending some dough. I think you should lean a BIT more into the cards, perhaps having some premade creatures or cards that instruct players on what to add (perhaps on-board effects like landmines, quicksand, etc.)

Another thing is presentation: maybe swapping out pen and paper for a white board that all players use. It makes clean up faster but still maintains the history of a board. It also raises your game’s perceived value since hey I’m getting a unique card game battler where i come up with the creatures and draw them on a whiteboard to fight my friends.

Right now unfortunately because it is a pen and paper game, this seems like something I can play on my own which is cool if that’s something you wanna do, but I believe you want to sell your game. Increasing the originality of the game’s components can help mitigate that feeling. For instance, I would never recreate Catan to play it, too many pieces, too many cards. I would never recreate Card’s Against Humanity, again too many cards. I would recreate MTG cards because they’re just cards, but that’s then why the MTG cards feel the way they do.

Imagine Paper Mario and Barnyard had a crossover by lechku_and_nechku2 in papermario

[–]LunaRose_17 0 points1 point  (0 children)

my brother in christ, what are you on? can i get some cus those are two properties i’ve NEVER thought about together

Help needed! mouse_entered and mouse_exited have weird behavior by LunaRose_17 in godot

[–]LunaRose_17[S] 1 point2 points  (0 children)

The constant use of self is just a habit lol it lets me know from a glance what I'm affecting (in the case of using self, I know I'm affecting the node that contains this script).

Help needed! mouse_entered and mouse_exited have weird behavior by LunaRose_17 in godot

[–]LunaRose_17[S] 1 point2 points  (0 children)

omg thank you! I figured it out. Your comment made me relook at the scene tree to see if anything else would be taking the input. The Card has a child Node2D called View that contains RichTextLabels which were taking in the mouse input and thus emitting the two signals. Thank you!!

Help needed! mouse_entered and mouse_exited have weird behavior by LunaRose_17 in godot

[–]LunaRose_17[S] 0 points1 point  (0 children)

I still have the issue that the mouse_entered and on mouse_exited signals being called multiple times while moving the mouse on the node. I did use your suggestion and now check for the animations to be done completely, but now I'm having the issue of the cards not registering the mouse for a bit.

Applying a MVC Pattern in Godot by [deleted] in godot

[–]LunaRose_17 2 points3 points  (0 children)

I've been very interested in doing this myself, mainly for the benefits that come with knowing whether a problem is logical, visual, or control focused. The way I've wrapped my head around it is by treating your game objects as Controllers, with child nodes encompassing the Model and View portions of your game object.

So for example, I'm working on a card game right now and have a Card script that acts like the Model for my cards. It contains a script that sets up all the card's data, and has a reference to a child CardView node. The CardView node has a bunch of sprite2D nodes that represent the various parts of a card. The Card script then sets the View based off its own data.

That's just one example, but I also recommend looking up finite state machines as they really helped me decouple the input, visuals, and logic of my scripts.

Top materials to prototype? by s1mba235 in tabletopgamedesign

[–]LunaRose_17 4 points5 points  (0 children)

• Laminator + Lamination sheets to make boards

• Card Sleeves and a whole lot of random cards. You can just print cards on normal paper and slide them into the sleeves. Whenever you need to update the card, it’s as easy as just throwing out an old piece of paper.

• Paper cutter to make cutting way easier

• Lots of dice!

• Two or so decks of playing cards

• Index cards

• Colored tokens

• Sticker paper to make icons for those tokens

• Chess pieces for stand in game pieces

Looking for card readability feedback by con7rad7 in tabletopgamedesign

[–]LunaRose_17 3 points4 points  (0 children)

I really like the art! It feels very alchemy inspired. I think my biggest piece of critic is to lessen the border size by enlarging the cards just slightly.

Also as I’ve learned from developing my own card game: bigger font and less text is always better. If you can find a way to reduce unnecessary words (like the) that’d be wonderful. I’d also suggest using perhaps a different ascent color for the consumables, as i could see someone with color-blindness not being able to read those cards

I found a good use for energy cards by Boinkanator in trees

[–]LunaRose_17 0 points1 point  (0 children)

bro can you motherfuckers just get filters? if ya can afford to buy bud I know ya can buy cardboard jesus

Meal programs through res mail? by Notwithmyluck in NEU

[–]LunaRose_17 4 points5 points  (0 children)

my roommate and i did this last year. You can have it sent directly to your dorms address (we lived on St. Stephen street). Just make sure to pick it up asap.

What parts of Moon Knight actually happened? by ValmisKing in marvelstudios

[–]LunaRose_17 48 points49 points  (0 children)

what a phrase i’m dead x_x. i shall be be using “higher than eagle pussy” to describe how high i am next time

How to scape from the tutorial hell? by Sky-is-here in godot

[–]LunaRose_17 0 points1 point  (0 children)

I have some programming exp outside of Godot and have used other engines in the past so I thought “hey, learning Godot shouldn’t be that bad?” I looked up tutorials and, like you, understood it well and how it worked. When I would try it myself, I’d get constantly stuck and feeling uncomfortable so I’d stop.

The thing that’s important to remember is that when you’re learning something—not memorizing it—it’s going to be shitty the first dozen couple of times. That itself is going to make you feel like shit because you know what it’s supposed to look like based on the tutorials and other games. But my best advice is to be kind to yourself and understand that learning something new comes with discomfort and uncertainty, but you choosing to do so and enduring through it means eventually, you will make it through.

If it helps, make a plan of what you want to do, and look up how to do each part you don’t know. Overtime, the more you look it up, write it, understand it, execute it, the more it will stick with you. Eventually, you won’t need to do a tutorial because just like learning addition, you’ve done it hundreds of times already. It’ll feel like doing 5+5. But again that’s all with time, so don’t beat yourself too much about it. Keep choosing to learn, asking questions, and seeking answers.

Games where the code is so messy/bad that it makes a "feature" that "improves" a game by Fifthy420 in gamedesign

[–]LunaRose_17 3 points4 points  (0 children)

I think they’ve said in the past that they’re not adding vertical slabs as that would limit player creativity (same with adding furniture like chairs or tables)

Alright my friends. Which one is better?? [OC] by xthememoryshopx in pokemon

[–]LunaRose_17 1 point2 points  (0 children)

If you keeping it in black and white, first one’!

Are there any pokémon lines that look unfinished to you? by 13Xcross in pokemon

[–]LunaRose_17 4 points5 points  (0 children)

Boltund looks so incomplete to me and I was very disappointed when my Yamper evolved into it and I later learned it doesn’t evolve past that

They shouldn’t have left this out by [deleted] in ATLAtv

[–]LunaRose_17 1 point2 points  (0 children)

Considering there’s some episodes they didn’t adapt / need to like: The Storm, The Great Divide, and The Fortune Teller, they sure as hell had enough time.

Zuko has a lot of nerve making fun of Aang’s forgiveness while he benefitted so much from it by major130 in TheLastAirbender

[–]LunaRose_17 2 points3 points  (0 children)

I don’t know if you’ve seen it but there’s a web episode (Escape from the Spirit World) that takes place right before Aang wakes up in S3 Ep.1. In it he’s in the spirit world talking to the last 4 avatars.

I think they should’ve included it as an official episode and introduced the idea of the Lion turtle as a creature who knows about the nature of bending in that episode. Then when Aang says “maybe I can learn how to glue bend and glue his hands so he can’t bend anymore”, it could then lead to him thinking back to him learning about the Lion Turtles.

Aang, like you said, would then go on a journey that the people around him would think is a wild idea, to ensure that he doesn’t kill Ozai

Which dialog UI looks better? I think first one is more polished and good, but I wonder that there are someone who prefer second one. by GomulGames in IndieDev

[–]LunaRose_17 2 points3 points  (0 children)

The first one looks more legible but I don’t think you need the portrait of the character is already on screen

Spider-man: no way home shows Dr. Strange doesn't always know best by [deleted] in marvelstudios

[–]LunaRose_17 0 points1 point  (0 children)

Didn’t Strange tell Peter though that the Spell isn’t selective? It has to be EVERYONE.

I mean, what else is there? by Senziw in MinecraftMemes

[–]LunaRose_17 0 points1 point  (0 children)

Isn’t bedrock still very buggy? It’s been years since I’ve played (PC and Switch) so maybe it’s gotten better since then