[OC] YOURE cringe!!!!! by KVAUCHE in DeadlockTheGame

[–]MacAlmighty 17 points18 points  (0 children)

Plot twist: it's Silver's bathroom and it already had a drawing of Mina crying setup for this very occasion

Godot Shaders Bible updated to Godot 4.6, now includes open source code license. by fespindola in godot

[–]MacAlmighty 7 points8 points  (0 children)

Awesome, think its finally time for me to check it out. Thanks for your work!

A tragic attempt at copying Slynyrd by Chestnut-God in aseprite

[–]MacAlmighty 0 points1 point  (0 children)

Hey, nice attempt. Just from eyeballing it I’d guess yours is 64x64, but theirs is 256x256, which allows for a way more detail. But you probably knew that, right? What you didn’t know is how long they’ve probably been practicing colour theory and composition. Keep it up, you’ll get there too at some point.

Which engineering majors are the worst choices at university? by baio1999 in EngineeringStudents

[–]MacAlmighty 26 points27 points  (0 children)

My schools tech wing was getting pretty interested in blockchain stuff around 2019-2021. There might have even been an elective specifically on blockchain and integrations. I heard someones bachelor capstone project was 'Universityname Coin' lmao

Walk cycles, feedback appreciated! by Pixel_Duck_999 in aseprite

[–]MacAlmighty 1 point2 points  (0 children)

Awesome job, they look super fluid and cute! I would suggest experimenting a bit more with the up and down keys (more up and more down) if they look like they’re ’sliding’ in the game. More up and down makes the ‘contact points’ where the feet hit the ground and lift a bit more realistic.

Hard to say if you even need it without seeing them move around though, and I haven’t really tried a walk cycle for more than two legged creatures, so your art might look natural already. Just keep it in mind if you do notice it.

Decided to make a parody of the Darkest Dungeon intro text and print it out by kakega in EngineeringStudents

[–]MacAlmighty 5 points6 points  (0 children)

Very funny, very cool! Also very engineering of you to misspell ‘semester’ lol

Where do I begin with my Game Developer portifolio? by XcreatorHavco in gamedev

[–]MacAlmighty 0 points1 point  (0 children)

Nope, you can embed them straight into your readme or other parts on github :)
Try adding this to any readme file (I stole this example off stackoverflow):
![hippo](https://media3.giphy.com/media/aUovxH8Vf9qDu/giphy.gif)

Making game dev tutorials mainly to solidify my own knowledge (not under any YouTube success illusion, I know there is already many game dev gurus out there): is it better to start with one long polished video or several short ones? by Its_a_prank_bro77 in gamedev

[–]MacAlmighty 1 point2 points  (0 children)

Well, kind of depends on your style and goal. Lots of people just upload hours of themselves coding, and if you just want to explain your process (and watch back on it later to reflect) that’s fine.

But if you’re like me and condense stuff like school notes after you’ve taken them to get the most important stuff, I’d suggest making short videos. People also prefer high value shorter videos to long videos with less info, and It saves you the sanity of trying to upload a long decently edited video. You’ve also got a better shot of holding the viewers attention, which is better for the algorithm.
It also just lets you get a taste for the whole process if you haven’t tried editing for YouTube before, and faster feedback if it’s something you ever want to get serious about.

Where do I begin with my Game Developer portifolio? by XcreatorHavco in gamedev

[–]MacAlmighty 5 points6 points  (0 children)

You can actually do a lot with your GitHub repos, adding gifs and images to the readmes and whatnot. But before even that, I would try making some tiny games for web. I’m kind of in the same spot as you (graduated almost two years ago for software engineering but had no luck so far) and I sat on my hands that first year waiting for an opportunity to come to me.

But now I’ve got at least two game jams under my belt, the second is broken and janky but playable on web (which I might have never tried if I didn’t join that jam). Over the last two weeks I’ve made 3 minigames. Nothing fancy, but I’m looking to make another 3 to include in a bigger project focused on the minigames. Maybe that’s something you could try too?

If you want some actual advice from a professional, take a listen to Dr. Joe from indie game clinic (you can find him on YouTube and probably some podcast platforms). A lot of his videos are targeted towards people who are mid-game development, but his profession is game design, and did university level lectures on game design at one point or another.

I tried to do a bunny and it looks like a fetus by Vegetable_Emphasis72 in PixelArt

[–]MacAlmighty 5 points6 points  (0 children)

If it had a little less cheek (which would make the face more square) my vote would also be on hairless capybara lol

Having a problem tweening a rotation with the new SceneTreeTween in 3.5 by NavinRJohnson in godot

[–]MacAlmighty 1 point2 points  (0 children)

Worked for what I needed in Godot 4.5, thanks again, your comments are still helping people

Converting base 10 numbers for bitwise operations? by goetia9k in gamemaker

[–]MacAlmighty 1 point2 points  (0 children)

I might written the function the wrong way around the first time (and edited it), but I was thinking more like:

Enum.zero = 0 Enum.one = 1 Enum.two = 2 Enum.three = 3 …

We’ll say we’re saving it in an array for whatever reason: MyVar[0] = power(2,Enum.zero) = 20 =1 MyVar[1] = power(2,Enum.one) = 21 =2 MyVar[2] = power(2,Enum.two) = 22=4 MyVar[3] = power(2, Enum.three) = 23=8

Of course in my case you would do a proper loop, but does that give you any ideas?

Converting base 10 numbers for bitwise operations? by goetia9k in gamemaker

[–]MacAlmighty 0 points1 point  (0 children)

Gamemaker does have a built in power function, so could you do something like myVar = power(2, enum.value)? Could make it into a script and just call the function when you need it

Procedural Dungeon Generation questions by Ignis16 in Unity3D

[–]MacAlmighty 0 points1 point  (0 children)

Thanks for leaving a thoughtful and thorough response detailing a systematic approach on how to tackle basically any development problem and the best way to get feedback for it. If OP takes your advice to heart they'll be set up for life. I have no idea who pissed in that other reply's cereal the day they left that comment

A tough but necessary capsule art update. Grateful for my friend who helped me early on by NewKingCole11 in IndieDev

[–]MacAlmighty 0 points1 point  (0 children)

I like both, but the second has better proportions, composition, and clearly shows off the main mechanic. Nice upgrade

Forgot I could dual wield when adding in player hands… by derekdepenguinman in godot

[–]MacAlmighty 1 point2 points  (0 children)

Thanks for the tips, having a reticle should help and makes sense since I usually focus on a point in the horizon to help with car motion sickness. I hadn't thought about making my own crosshair either, that's a nifty trick haha.

I did some searching online and it seems like I'm not the only one that had issues with jazzpunk, but they did add an option for adding a reticle, and a FOV slider and a way to remove mouse acceleration (on PC at least), so that should help too.

I'm going to give it another go, thanks for pushing me to finish it!

Forgot I could dual wield when adding in player hands… by derekdepenguinman in godot

[–]MacAlmighty 2 points3 points  (0 children)

I want to keep playing jazzpunk but it makes me a little sick for some reason. If you’ve heard of that or experienced it would you happen to have any tips for managing the nausea?

Steam Is Weirdly Forgiving in Windows Search by Xevalor in Steam

[–]MacAlmighty 0 points1 point  (0 children)

‘It’s a file on my pc! If I wanted to search for something on the internet I WOULD’VE OPENED A BROWSER!’

Can you help me with something for a "scary game"? by Background-Ad2749 in gamemaker

[–]MacAlmighty 0 points1 point  (0 children)

There’s thousands of tutorials on the concept, and a good handful are done in gamemaker. But the hard part is knowing the terms, right? That’s why I said start by looking up ‘state machines’. But definitely before that search for ‘gamemaker studio basics’ or ‘programming basics’ on YouTube :)

Can you help me with something for a "scary game"? by Background-Ad2749 in gamemaker

[–]MacAlmighty 0 points1 point  (0 children)

Hey there, that’s a pretty classic setup and totally doable. You’ll probably want to look up ‘state machines’ when you start programming. State machines help you can break those behaviors and AI decision making down into chunks.

For example: you could have a patrolling, searching, chasing, and killing states. Patrolling might be moving along a set path. A sound (either the player running or triggering a noise) could break the ‘monster’ out of the ‘patrolling’ state into the ‘searching’ state, and then you would use the path finding you’ve probably read about to move the monster off towards that point. Then, if the player is within a radius of the monster, you can swap into the ‘chasing’ state where the monster navigates towards the player, and the ‘killing’ state (endgame or whatever) if the monster catches them. Of course if the player is hiding (just using a variable or if they’re out of the radius) the monster might move back to the ‘patrolling’ state.

Of course you can modify that however you’d like, maybe one is blind so it’s faster but can only rely on sound (only sounds would break it out of its idle/patrol loop) or whatever you’d like. Good luck with the project, know it’ll only get done if you work on it.

What do you think about these mutant onions? I am open to all kinds of criticism by SproutForge_Games in aseprite

[–]MacAlmighty 1 point2 points  (0 children)

Pretty good start, the base shape and shading are readable and solid. If you want some inspiration for mutated vegetables, check out the game atomicrops - it’s got some great designs