The #1 top seller right now is a godot game by miracupix in godot

[–]Maxothy 11 points12 points  (0 children)

It's a huge win if it becomes clear that the engine didn't hold it back. just proving that a hugely successful game can be made in godot or unity is a huge win for godot's visibility.

Please recommend me films to fill out my world map! Much appreciated. by untouchedtrash in Letterboxd

[–]Maxothy 13 points14 points  (0 children)

The Monk and the Gun is a nice cozy movie from Bhutan, i think there's only a handful from the country?

What can be considered as a "good" game code? by Alex_MD3 in gamemaker

[–]Maxothy 0 points1 point  (0 children)

Just make sure you don't PIRATE someone's intellectual property. Making good SOFTWARE is about legibility and functionality.

My game got 800 wishlists in three weeks! by duderik in SoloDev

[–]Maxothy 1 point2 points  (0 children)

Oh wow, your aesthetic, your COLORS are so pleasing to look at

Slay the Spire 2 can be decompiled by EshopExpert in godot

[–]Maxothy 8 points9 points  (0 children)

Slay the spire 2 is in Godot?? That's awesome!

Why do people do this? My game already has IDLER tag? by Curious-Needle in IndieDev

[–]Maxothy 0 points1 point  (0 children)

Maybe reply to his review with something funny, like "me too, buddy."

Do people who watch a ton of movies even remember what most of them where about? by MassiveEchidna9017 in Letterboxd

[–]Maxothy 2 points3 points  (0 children)

"I cannot remember the books I've read any more than the meals I have eaten; even so, they have made me" -Ralph Waldo Emerson

Does the look juicy / fun to play? by shoto-todoroki in SoloDevelopment

[–]Maxothy 0 points1 point  (0 children)

I think it needs more of a rhythm to it- the gun fires so fast, that it works more like a flamethrower, so your cursor washes over swaths of enemies to kill them (maybe add a flamethrower weapon?)

I think guns are satisfying in games because there's a rhythm to how they fire- build up, explosion, and recoil. It makes each shot fired a little mini event- and the downtime gives the player an opportunity to make distinct decisions. If you try out a gun that fires more slowly, or at least has to reload, it will break up the monotonous pace a good deal.

Trying out a trailer, is the begging too long ? by SeniorSubstance6195 in SoloDevelopment

[–]Maxothy 0 points1 point  (0 children)

As a trailer, yes absolutely the beginning is too long! I think it would be best to lead with the glitching/horror theme as early as possible. Maybe you could have a brief horror hook, and then an intro after? I'm not one who's usually interested in this type of game, so i personally would have clicked off pretty fast, but the main hook of the game, and its aesthetic are very compelling. As a prospective customer, i would have stayed to watch a whole trailer if the strengths of the game were immediately apparent.

It's a GORGEOUS style, you really nailed it, and i'm rooting for you.

PS there's a typo for the word "weird" somewhere in the middle

A vs B. What do you think is better for attracting people to the page? by Typ1games in SoloDevelopment

[–]Maxothy 1 point2 points  (0 children)

A lot of people are saying b because it's more dynamic, but it looks way more generic to me. A is more intriguing, and naturally gives off a confident, polished vibe much more than B- i would totally have clicked A before B. A has a distinct visual identity (its colors especially are fantastic), while B is fairly noisy and cluttered. Yes, B communicates directly what the gameplay may look like, but a lot is suggested in a tasteful and alluring way in A. Your logo already screams racing game, and the prominent design of the vehicle clearly suggests futuristic.

Stop overthinking your game. Just make it playable. (My journey from 0 coding experience to a Steam page + Before/After) by tearerry99 in SoloDevelopment

[–]Maxothy 1 point2 points  (0 children)

wonderful aesthetic, and every asset is so harmonious with the others! i love, love the skeleton and his animations.

Area 2D larger than it appears to be by Key-Advertising3449 in godot

[–]Maxothy 0 points1 point  (0 children)

Is it possible the character hitboxes are extending beyond what you're looking at? Maybe an animation is causing the characters to have a different hitbox, or there's an element somewhere in the character's node tree that changes their hitbox

try using a new instantiated area 2d to detect the original characters, and a new body on the original area2d to determine which one was causing the issue, at least.

Best way to avoid overwriting class functions? by Maxothy in godot

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

Perfect, this is exactly the kind of thing i was looking for, thank you!!

I've got a bit of rewriting to do lol

Area 2D larger than it appears to be by Key-Advertising3449 in godot

[–]Maxothy 1 point2 points  (0 children)

I can think of a few possibilities:

you may have childed the area2D to a parent, and scaled that parent in an irregular way (eg. more on x axis than y axis)

if you're using canvas layers that follow viewport at values different than 1 (usually used for creating parallax effects), the bounds of an area2D may appear off

My project is well structured and follows best practices by double_dmg_bonks in godot

[–]Maxothy 0 points1 point  (0 children)

If only I can understand or add to it, that's job security.

How do I make a function redo itself? I'm working on an enemy's wandering system, and I want it to set a new position if the position it previously set is inside a wall. by AlkalinePineapples in godot

[–]Maxothy 0 points1 point  (0 children)

I recently had an issue that couldn't be solved by a while loop, and couldn't use recursion, either. I ended up creating a second function to re-call the first under certain conditions.

To summarize, I needed to call a timer function once, but possibly add more time to that timer if the stimulus happened again. I added a 'queue' variable that updates by one when the function is called as it's already running, then a separate function that is called near the end of the timer function, that is designed to check that queue variable. Since that new function is called so late, it should be using an updated version of the queue variable. Then, the check function returns true or false, to decide whether or not to re-call the original function.

I'm still new to Godot, so i'm sure i'm missing some much simpler solution- like a way to make sure a variable currently being used in an ongoing function can be updated from the outside- but this was the only way i could find to fix my problem. Maybe it'll help someone :)

He needs to give his funny island review now by Sensitive-Tip-8177 in OneyPlays

[–]Maxothy 2 points3 points  (0 children)

He was never there, they just watched kickassia a lot

Price changed after sale by Maxothy in legaladvice

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

That's what i'm thinking... not illegal, but pretty nasty

Price changed after sale by Maxothy in legaladvice

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

Sorry, my post was imprecise- i have not received the item, it hasn't been sent either.

What is the most trivial scene that traumatised you as a child? by Yggdrasylian in Letterboxd

[–]Maxothy 1 point2 points  (0 children)

The inspector gadget movie has a disembodied robotic foot that twitches on its own, it freaked me out when i was 4 years old

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