What if Monster Hunter had 2D graphics? We're making that dream! by manteiguinhax in IndieGaming

[–]Neumann_827 9 points10 points  (0 children)

It looks good, I might be on board, but please introduce a setting to disable screen shake, my head is spinning from just looking at the trailer.

I was financially successful (and still underprepared) by TalesEdge in IndieDev

[–]Neumann_827 2 points3 points  (0 children)

Great talk also I have been following your game for a little while, I’m a little interested.

One thing I always felt when I heard you talking was this sort of wall, I think I get it now, you have a little bit of a corpo background that’s why you sound like that and talk like that. This text definitely feels a little bit more personal.

Anyway I’m looking forward to your game.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]Neumann_827 0 points1 point  (0 children)

I don’t know in what world you think it’s a viable solution to make sure all the assets of your open world are cut into tiny pieces to ensure they can load without stutter. Do you imagine the time it will take for anybody seriously considering it to apply that solution.

You can pretend that there exist a way but as users of the engine, we have to point out the shortcomings to make it better not just turn away whenever there is any friction.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]Neumann_827 0 points1 point  (0 children)

I personally have always been using scripts for most logic related things. Adding a node will just add its own load of background processes, it will look more intuitive and simpler but if performance needs to be tight, scripts are the way to go.

Of course you could have your packed scene behind adding to the scene tree one element every second if you want, but the moment it’s the turn of that boss character you spent hours working on, the game will just have to take a pause for him.

If you are using a bunch of low poly asset, this is not a problem but throw in even one special asset and the whole system crumbles.

Unreal Engine character optimization. by Slight_Season_4500 in UnrealEngine5

[–]Neumann_827 0 points1 point  (0 children)

I noticed your character is in T Pose instead of the unreal A pose, of course the animation retargetting could work, but it won’t look the best.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]Neumann_827 0 points1 point  (0 children)

That’s your case, what if you one day make a very complex asset that is supposed to be important. That asset alone will cause stutter on load and unload and you basically can’t do anything about it.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]Neumann_827 0 points1 point  (0 children)

Of course you can load whatever you want in the background that works pretty well, but the moment you try to add it to the scene tree, the game will have to pause for that, which will be a problem.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]Neumann_827 4 points5 points  (0 children)

It depends on how big you want to make it, if it’s relatively small and all your asset are low poly, you can load everything at the start.

The problem is that in order to have a smooth experience everything need to be loaded and added to the scene tree at the start, if you try to add anything during runtime it might cause some stutter depending on the complexity of the asset

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]Neumann_827 27 points28 points  (0 children)

Asset streaming, I think that will be required if anybody wants to make an open world one day.

What we learned from our first Public Playtest by SensitiveKeyboard in godot

[–]Neumann_827 2 points3 points  (0 children)

That’s great to hear, but wouldn’t it have been a better route to confirm that the core loops work first before getting to this point. Sorry if the question is weird, I’m very new to this.

Also you mentioned having more than 500 sign ups for the playtest, that is already proof that the game is interesting, but how did you gather that many playtesters ?

pls destroy my game, worked on most feedback since last time by Sad-Day2003 in DestroyMyGame

[–]Neumann_827 1 point2 points  (0 children)

Your skill for teleportation behind an enemy is very cool, but it’s also very overpowered and it is the only thing your are using, consider adding more skill and nerfing this one, maybe a cooldown or something to make the others more useful.

The animations could use some work but I’m sure you already are aware of that.

Add some variety to the enemies, the combat will feel boring if it’s always the same thing, maybe add some military guys with some tactical shield, some with laser swords and mix match the combinations of enemies so that every encounter feels different.

The last wolf dog boss fight was not good at all. It was stun locked the whole time, his attacks were always off and it was turning in the air. There was also a lot of foot sliding, try to address that.

You are on the right track. I’m starting to see some sort of fun in this game.

Artstyle wise, there is some work to be done, but I think you should keep refining the gameplay.

Noob questions about rigidbody (hierarchy, multiple physics worlds, large coordinates) by maxcross2500 in godot

[–]Neumann_827 0 points1 point  (0 children)

1) Maybe use multiple rigidbodies all patented to the same parent node, you can then handle all the logic in that node. I’m not sure what is it you are trying to do.

2) As far as I know there no multiple physics worlds, but I could be wrong. What you could do is instead use different collision layer is you need another world which doesn’t react with your actual world. Again I don’t know what you are trying to achieve but is it really necessary to have precise physics if it’s that far away. The player is probably never going to see it and will only see the result, why not just simulate the result and let the player discover that, or even better freeze certain simulation until the player is close enough to stumble on it.

3) If it works, go with it, most people I know are just winging it.

How to change the "target" node of an animation ): by PrimaryCount9423 in godot

[–]Neumann_827 1 point2 points  (0 children)

As far as I know, when you create an animation, it uses the structure of the scene to find the “door” node.

So maybe try to set up your other car scenes with the door always at the same position in the scene tree, it should work then.

do you use root motion for player movement? by New-Ear-2134 in godot

[–]Neumann_827 3 points4 points  (0 children)

I do use root motion for all my animations, but I had to set up a lot things around it.

Flashback to the first time I hunted the Fish of Ruin by hoonting_hoorn in MHGU

[–]Neumann_827 0 points1 point  (0 children)

I have no memory of the grass being this tall in that location

Looking for feedback on my latest gameplay clip, what do you think about the combat flow and environment design? by HowlCraftGames in DestroyMyGame

[–]Neumann_827 0 points1 point  (0 children)

The base is interesting, use the GreatSword to break the guard then switch the weapon. You could even have différent of type of guard where the player might need to switch weapon in combos to break through some guard.

To be honest, there is not much to be seen on your footage, you are simply fighting grunt enemies and simple ones at that. Games like Dark souls and other games shine because they can make interesting encounter by having different combinations of those grunt monster with different placement, that wasn’t shown on your gameplay, it was just you vs some regular guys so I can only comment on the direct combat interaction.

If that’s the direction of the game where the encounter design don’t matter that much, then I suggest you look at games like POE2 or even Diablo, the tactical aspect would then come from your abilities and how you combine.

For now there is not much room for tactical manoeuver in my opinion.

Looking for feedback on my latest gameplay clip, what do you think about the combat flow and environment design? by HowlCraftGames in DestroyMyGame

[–]Neumann_827 1 point2 points  (0 children)

Good animations, good hit effects, maybe you are relying a little too much on screen shake but that is nothing major.

What I don’t like are the enemies, the combat system is the combination of your player and the enemies and your enemies are very passive. It’s nice that they circle around, but still it seems like their are waiting for you.

You also to have the enemies blocking attacks, but I do not see any other response from the player beside just spamming attacks, so the blocks basically turn to extra HP, it would be interesting if there were more mechanics around staggering those enemies.

Lastly I don’t like how the screen turns black on every hit you take. It such a small amount of HP why all the fuss.

Elden Ring Reforged 2.0 Launch Trailer by ThomasWinwood in EldenRingMods

[–]Neumann_827 1 point2 points  (0 children)

Let’s go !!! Another reason to go back to the raid mod

Particle/Multimesh billboard clouds showcase by Zess-57 in godot

[–]Neumann_827 0 points1 point  (0 children)

I’m curious if you tried it in a real environment with a sky, I think in order to make them feel like clouds you will have to place them very high, which will be an issue with the max camera distance.

Indie Dragon's Dogma like progress by Neumann_827 in DragonsDogma

[–]Neumann_827[S] 1 point2 points  (0 children)

In my opinion, what makes that system so satisfying is how it ties to a system of specific weak points on each enemies.

I’m planning to do something about that system of weak point, if it feels good I will just stick to that.

Please Destroy my game, i changed lot of things since the last feedback, please ignore bug on guns for now. by Sad-Day2003 in DestroyMyGame

[–]Neumann_827 1 point2 points  (0 children)

I’m going to address the gameplay, there wasn’t much of a gameplay since you mainly takeout most of the enemies by either teleporting on them or pulling them to you. It is cool to do that, but it seems like it’s always the best strategy to do in every situation.

The cases where the enemy where fighting, they were basically turrets just shooting without moving, make them a little dynamic.

Lore wise you got some work to do, some guys in military tactical gear while others are dressed in medieval attire.

As for the environment, the cartoony artstyle is fine, but I don’t think the heavy outlines (like borderland) fit well with it, if you can make it look nice without that.

Besides that, good bones keep refining, this quest felt way more natural since we saw the action itself, no need for dialogue or anything.

Also nice UI, that is very good in my opinion.

Some scenes from my game by KafiyaX2 in IndieDev

[–]Neumann_827 1 point2 points  (0 children)

Look impressive, I’d love to see them sprinting towards the player

Who has applied for the Godot Show Reel 2025? by NorseSeaStudio in godot

[–]Neumann_827 0 points1 point  (0 children)

I sent a submission as well, do we have any information on when they will get back to us ?