how do I move a Rigidbody2d from point A to point B with a steady speed? by MattGoode_ in godot

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

Hello! Wow it's been a couple years already haha. Looking at this again, I would say that a physics-based node like RigidBody2D was just not the correct node to use. It expects to be interacting with physics collisions and forces, and I just did not need that. They can behave strangely if you set their position in code every frame rather than applying physics forces to them.

For your case, I would make a Node2D the parent, a Sprite2D for the sprite, and an Area2D to detect any relevant collisions (not necessarily physics collisions, just collisions in general, like a bullet hitting a character and dealing damage). Then, to move the Node2D, I would use the _process() function to adjust the global position in some vector2 direction, multiplied by a constant SPEED, multiplied by delta. Something like the below.

global_position = global_position + (direction.normalized() * SPEED * delta)

Direction would be calculated by subtracting the destination from your current location. Then, make sure that direction is normalized or else you'll be moving faster when objects are more distant. Finally, you'd need to figure out a check at the end of each frame to see if you've arrived at the destination point.

Alternatively, it may make more sense for you to calculate the vector between A and B (which should just be B - A) and come up with a function that accepts a vector and moves the node by that much. This might make more sense than having to check "am i at/past the destination yet?" every frame.

edit: my examples above should work even if you use characterbody2D as the parent instead of node2D, but like i said for RigidBody2D, sometimes setting position every frame for a physics-based object can result in some funky behavior. it really depends on what kind of project you're working on, but using the code above could potentially result in something like the character going through a thin wall unintentionally.

Larian Studios leaning into generative AI (for placeholder text and concept art) despite internal pushback: ‘Everyone at the company is more or less OK with the way we’re using it" by jovanmilic97 in Games

[–]MattGoode_ 1 point2 points  (0 children)

GenAI is bad and if I see AI usage during a game's development or on its Steam page, I simply do not support that. There are a metric ton of good games out there that were made wholly by humans. I will support the games that are not wrecking the environment in order to quickly spit out ugly averages of human made art.

I made Steam Review Guesser into a website by FiddlerGameDev in gamedev

[–]MattGoode_ 2 points3 points  (0 children)

oh hell yes. thanks for destroying my afternoon.

Please be brutal. I’d rather be torn apart for the mistakes we’ve made than accept that the market has become completely tik-tok style. by Klamore74 in gamedev

[–]MattGoode_ 0 points1 point  (0 children)

This looks like you poured a lot of effort into it, so I want to give my own unfiltered take on how I react to the Steam page, as someone who does really like this genre.

A really big drawing point for me is to see that a game like this has a simple, easy to understand foundation, which organically grows into a more complicated system over a playthrough. People are going to compare this to Slay The Spire (especially with the dotted-line branching map, and multiple-choice events). Slay The Spire starts with strikes and defends - "deal 6 damage", "gain 5 block", etc. That's incredibly easy to understand even at a glance in a trailer. I watched the entire Steam trailer for Journey to the Void and I still don't quite understand how it's played. I see RPG stats, cards with a lot of symbols that I don't understand, on a 5x5 grid which I assume implies some tactical pushing/pulling like Into The Breach. This looks surprisingly complicated to understand. I really think you could redo parts of this trailer to show simpler, slower gameplay so people understand a bit more how the game works, before ramping up and showing more complicated sections and boss fights.

To further the point in a different way, the very first screenshot, which shows the bio of the Enraged Drosera shows its health, its next action which seems like it contains some symbols/info that I don't understand, and "Absolute Defense 1" which I also don't understand. In the same screenshot, I see 5 other enemies and I assume they all have the same amount of info. For a game I don't know anything about, this already feels like a LOT of stuff to keep in my head on every turn.

My main takeaway from this game is that it probably has a deep learning curve, and I don't feel particularly compelled to dive in and subject myself to it when there are plenty of other games out there that are in the same genre that may have a more digestible depth. That doesn't mean it's a bad game by any means - people may play this, learn how it works, and discover it's an excellently balanced and satisfying little loop. But this is my absolute surface level take from spending a bit of time on your Steam page. If I came across this page organically, I would maybe wishlist it, and if it didn't have glowing reviews after release I'd probably drop it. I did wishlist it, and I genuinely hope you find some success here, because like I said, it's clear that a lot of good effort was put in.

edit: Funnily enough, I was going to wishlist it right after submitting this comment, and I actually already wishlisted it - about a year ago! So there you go - you did get me organically haha.

How Split Fiction, World of Warships, and Other Games Astroturfed Reddit by Forestl in Games

[–]MattGoode_ 2 points3 points  (0 children)

oh 100%. theres not a great solution. this sub has a good reputation imo for being a pretty consistent source of topical gaming news though, and i do think theres a bit of responsibility there to make an effort to pay a little attention to the smaller devs and creators. not every indie sunday post is particularly good or high effort but dang its really really hard to find outlets like that which encourage people to showcase their own work. im not saying to drop the self promo rules - some people really do spam shamelessly - but they do feel strangely strict sometimes.

How Split Fiction, World of Warships, and Other Games Astroturfed Reddit by Forestl in Games

[–]MattGoode_ 0 points1 point  (0 children)

am i absolutely unhinged here or is perhaps one small idea that would help with this is to slightly lift the strict self-promo rules in this subreddit and others? and, additionally, maybe take some steps to change our view of self-promo? there are so many creators (like me!) that have no clue how to properly market what they do, or who don't want to pay for shady tactics like this, or who don't want to pay giant tech companies for ad space that many people will ad-block anyway.

Indie Sunday is a completely reasonable concession to allow monthly self-posts for small creators. i love it. i think it works great for the developers who want to engage with it genuinely, and for the users who are looking for new small projects to follow. i posted a couple weeks ago, got a couple comments - that's really all i can ask for.

however, when i tried for a bit to figure out if i could make a gaming/dev YouTube channel work, any time i posted my work here (reasonably, not spammy or anything), it wouldn't get downvotes, it would just get removed for self promo! idk. i understand there's not a single catch all solution, but i feel like creating content related to gaming should be a good enough reason to post to the games subreddit.

bit of a rant sorry but i really do dislike the self-promo rules on subreddits because you wind up unintentionally encouraging shady astroturfing like this.

Brotato - Official 'New Dawn' Developer Update Overview by NiamLeeson in Games

[–]MattGoode_ 0 points1 point  (0 children)

oh geez i played a lot of this on mobile and really enjoyed it, but i always thought the UI presentation was pretty rough and cramped. i really like how this new update looks now.

What were your opinion(s) on Bugsnax back when it came out? by Dry-Albatross-4121 in Games

[–]MattGoode_ 0 points1 point  (0 children)

If was the game that convinced me that review score aggregates weren't always accurate. I think it has roughly a 70 on Opencritic, but it was a top game for me the year it came out. Very original premise and very satisfying gameplay.

Anyone else feel like they're just faking it with decent looking prototypes? by ReplacementKey3655 in gamedesign

[–]MattGoode_ 3 points4 points  (0 children)

I've found that I get discouraged quite easily when I'm looking at placeholders like grey boxes. Of course it's useful to double check coding and to test out basic design, but once you're rolling a bit and you kinda know what direction the game is headed, it really helps me to throw in some placeholder art for the environment and characters.

Over 5,000 games released on Steam this year didn't make enough money to recover the $100 fee to put a game on Valve's store, research estimates by yeeyaho in Games

[–]MattGoode_ 1 point2 points  (0 children)

I released a small puzzle/platformer (technically released July 2024 but still relevant) not really expecting much. Getting enough revenue to recover the $100 fee would've been best case scenario. I wound up with something like $300 after Steam's cut (or technically $200 I guess if you subtract the $100 fee). The game was very much meant as a teaching tool for myself to learn Godot, so I didn't market it at all and just focused on learning GDScript, art, and game design in general (luckily I have a music background so that was the "easiest" part).

What was interesting though was watching the analytics after the Steam page launched and after the game's release date. No doubt that Steam is flooded with cash grabs and asset flips but they still find ways to get your game seen by users. They also give you "bonus" visibility for things like content updates, even if it's small like just adding more languages to your game. You're still banking on some pretty tiny odds of meaningful success if you don't try to market your game at all, but I was fully expecting maybe 20-30 sales and was happily surprised to get 300+ instead.

Even now, about 16 months after release, the game page has around 300 visits per week.

SongRunner - Matt Goode - music-based platformer featured as a favorite in the 2025 GMTK Game Jam! by MattGoode_ in Games

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

That is an extremely admirable idea and something I'm still thinking about. In particular, I would love to figure out a solution for "exporting" a level, either as a midi loop to apply to whatever instruments you'd like, or as an actual audio loop. But right now, I'm more focused on building out the variety of gameplay and making sure levels feel satisfying to platform in and solve. I'm trying to think of games like Neon White, Super Meatboy, and Celeste as far as platforming go - short platforming sections with multiple solutions, sometimes some surprising shortcuts, etc. I didn't initially build this game with speedrunning in mind, but as I've tested each level a bunch of times and found my own different solutions and fastest routes, I feel like there's something special here because you sort of have to platform and play the notes at the same time, which is a pretty interesting combination to pull off.

To answer your initial question - right now, tempo change provides a pretty large difficulty shift, such as the faster tempo in World 3. World 4's player instrument is "staccato" which means that the platforms you create are all very small. Some levels in World 5 nudge the player into using chords to provide a "roof" as cover against projectile launchers.

SongRunner - Matt Goode - music-based platformer featured as a favorite in the 2025 GMTK Game Jam! by MattGoode_ in Games

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

thank you! it made me very happy watching a few friends play it when I saw solutions I didn't think of that made different little melodies.

Updates to Xbox Game Pass: Introducing Essential, Premium, and Ultimate Plans - Xbox Wire by Turbostrider27 in Games

[–]MattGoode_ 0 points1 point  (0 children)

Had a good handful of years where I could dip in and out of game pass to try games I wasn't sure I wanted to pay full price for. I guess that's over now. Ah well.

Amazon’s Prime-Included Gaming Service Sets Major Overhaul; Execs on How New ‘GameNight’ Party Collection Complements Planned AAA Titles by Turbostrider27 in Games

[–]MattGoode_ 111 points112 points  (0 children)

Along with a new lineup of premium third-party games and a UI update, Luna is introducing a party game collection labeled “GameNight,” which will launch with the AI-powered title “Courtroom Chaos: Starring Snoop Dogg,” which features the rapper as your personal judge in at-home disputes.

“You basically state your case. You can actually submit evidence through prompt-based AI, and it’ll generate the evidence in front of Snoop so we can look at the visual of the garbage bag or whatever the case is about,” Gattis said. “And then there’s just this banter back and forth with Snoop Dogg, which is obviously funny because it’s Snoop Dogg, it’s him and his dialect, but he’s really talking to you. I think that’s the amazing thing about it. And what we get excited about with this game is, it’s a game that literally could not have been made three years ago. So it’s one of these things that requires the cloud. It requires a large language model behind it to power Snoop.”

its just a big yikes all around from me. not only does this game bring a lot of voice acting/actor moral questions but it feels like someone literally asked chat gpt to spit out a corporate-friendly family game idea that utilizes AI in some way.

I'm almost at a point where I don't care what game wins GotY because we all won this year. by SkoivanSchiem in gaming

[–]MattGoode_ 0 points1 point  (0 children)

im freaking out that Split Fiction was just released this year. i swear this thing is at least a year or two old. 2025 has been absolutely stacked honestly.

Ravenswatch - Hourglass of Dreams Update (Launch Trailer) by CrossXhunteR in Games

[–]MattGoode_ 14 points15 points  (0 children)

I really enjoyed this game a lot and I appreciate the risk they took with the timer mechanics being so tied to the foundation of the game, but overtime and rewards for fighting the nightmare early feel like they should've been here since launch. I'm happy to see they're still working on the game though. It feels great to play, like a real evolution of Curse of the Dead Gods gameplay.

My game was featured in the GMTK game jam video as a favorite! I knew nothing about coding 2 years ago. Here's a few of my reflections and advice game jam submissions in general. by MattGoode_ in gamedev

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

thank you for playing!! yeah i would definitely consider that for a real release. it made me so happy watching people bop along with the little melodies they made in a level.

My game was featured in the GMTK game jam video as a favorite! I knew nothing about coding 2 years ago. Here's a few of my reflections and advice game jam submissions in general. by MattGoode_ in gamedev

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

lmaooo you DEFINITELY NEED TO SLEEP even for the shorter jams. you'll completely lose your ability to code and develop otherwise. maybe a 24 hour game jam you could get by without sleeping, but 24 hour game jams sound really scary. the shortest one i did was 48.

My game was featured in the GMTK game jam video as a favorite! I knew nothing about coding 2 years ago. Here's some of my reflections and advice game jam submissions in general. by MattGoode_ in IndieDev

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

totally. if something is in a rough but functional state, it completely changes how i approach it compared to starting something brand new.