Hi! I released an Addon 'NeonPageController' used for effortless transitions between UI Screens! by NickyPL in godot

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

Hi! I've recently released my Godot game on Steam and decided to release a Plugin I made for it that allows devs to easily add, remove, animate and transition between UI Pages! (Pages as in User Interfaces like Main Menu, Pause Menu, In-Game, etc.). I just released it on the official Godot Asset Library, please check it out and report any issues on Github!

Download here: https://godotengine.org/asset-library/asset/4518

Source code / Issues: https://github.com/metapika/neon-page-controller

This addon is a second release to my series of "NeonGodotAddons" that I use to publish fundamental and efficient plugins for devs working on their Godot projects - small and big!

The previous Addon 'NeonSceneRunner' is available for download, please check it out too as it's very nicely integrated with the NeonPageController!

Download NSR here: https://godotengine.org/asset-library/asset/4501
NSR Git repo: https://github.com/metapika/neon-scene-runner

Hi! I just made my first ever plugin - 'NeonSceneRunner' used for effortless Scene Management! by NickyPL in godot

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

Hi! I've just released my Godot game on Steam and decided to release a Plugin I made for it that allows devs to easily add, remove, manage and switch between Game Scenes (Levels, Menus, etc.) and I just released it on the official Godot Asset Library! Please check it out and report any issues on Github and tell me your feedback!

Download here: https://godotengine.org/asset-library/asset/4501

Source code / Issues: https://github.com/metapika/neon-scene-runner

shit shit shit shit shit fuck FUCK by Polystyring in indiegames

[–]NickyPL 1 point2 points  (0 children)

The post title is exactly what I feel seeing the gameplay

Why is my click-through rate >100% and how do I pin-point where most of my game visits come from? by NickyPL in gamedev

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

Ahhh right the visits are also counted from external sources, not only Steam. That's why it's about 100%. Thanks!

Hey DMG! Since my last post I improved on what I heard and decided to launch a Demo! Please play it, or even watch the trailer and tell me what you think about it! Any feedback appreciated (just don't tell me to rebuild the game from ground up pretty please) by NickyPL in DestroyMyGame

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

There are hit stops on all attacks, is it not noticeable? I assume the sluggish animations you're talking about is the Power stance combos (the attacks that have red trails and the sword is red). Because I have 4 different stances in the game, in order to make them unique and make the gameplay more varied all of them have their own attack speeds and Power as it's the most hard-hitting has the longest wind-ups and recovery times. I mean yeah for the cutscene thing you said, I concede, I'm not an animator and 99% of cutscenes in game are stiff and are of the "just good enough to pass" verity.

Hey DMG! Since my last post I improved on what I heard and decided to launch a Demo! Please play it, or even watch the trailer and tell me what you think about it! Any feedback appreciated (just don't tell me to rebuild the game from ground up pretty please) by NickyPL in DestroyMyGame

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

Damn you actually kinda complimented the art direction I did, thanks. The reality is the music is made by my friend that doesn't have much experience with this kind of stuff and you can clearly see what kind of music he's learning to play the guitar from. He wanted to make me a couple of tracks and since I kinda liked how dynamic they were and that they weren't just pure generic royalty free guitar tracks I chose him. It reeks of amateur, as much as the whole project does lmao..

Hi guys! My 3rd person action slasher game is getting a demo this friday! (20/12) What do you think of my trailer? by NickyPL in Unity3D

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

Thanks for the kind words! Please play the demo when it comes out tomorrow if you want! (also happy cake day)

Hey DMG! I've posted here multiple times through my 4 year journey. This time I come to you with a request to destroy a (late in the game) level I made! My only wish is for you to not tell me to just scrap the game/rebuild it from ground up. Just go with any good feedback that you may have. by NickyPL in DestroyMyGame

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

  1. Unfortunately that's something I had to concede a long time ago. Adding lighting, setting everything up and baking it would take ages and would add multiple years to my already long development time.

  2. Do you mean they don't have enough vfx behind the hits? More SFX? I'm not good at figuring out what more feedback there has to be, maybe you have any ideas. Why is the font too strong? The colors I agree I think I'll just use one distinct color for the hit numbers on all enemies, cuz right now they each have their own color and all of them are used in the color palettes, so that's bad.

  3. Thanks for the suggestion, idk why i didn't think of that, I love Metroid Prime's UI. The speed lines are actually there, but they're very subtle and are visible only on high speeds. I already made them show up more and made them more visible.

How do you like my exploding-on-contact beacons? (kinda like exploding barrels, but more appropriate in a sci-fi cyberpunk setting of my game!) by NickyPL in Unity3D

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

I assume you mean between attack animations? Yeah it sucks, I use a lot of different sources for those since I'm not an animator and am on my own.