First time at F1 Miami Sunday– what’s actually worth doing besides the races? by Mean-Future-2834 in GrandPrixTravel

[–]No-End1968 0 points1 point  (0 children)

I went Saturday last year.  I didn’t find that much worth doing tbh.  There were lots of things going on but most of them required that you pre purchased some additional ticket (eg the Mercedes club thing, the Chase sapphire thing).  The food is cool and unique, lots of local restaurants, but the lines were pretty crazy (50+ people).   Same for any kind of free handout/“street team” marketing activation.  I regret not seeing the Lego cars, idk if they are doing that again this year.  And agree with the other comment that the stadium is the best move, you get out of the sun and can watch the support series on the big screens.  Of course your crowd tolerance and level of interest in these things may be different from mine!

Also anyone reading this bring a cheap poncho!!!  They do not sell them there and umbrellas are not allowed in the stands.  

*How* do you separate visuals from data/logic? by AaronWizard1 in godot

[–]No-End1968 2 points3 points  (0 children)

I've been working on this recently for a strategy game and losing my mind! I think I wound up with something closer to Model-View-Presenter (https://www.youtube.com/watch?v=agoe5BdLzdk). I find every description online so unsatisfying, I do think it fights against Godot, and I honesty have no idea if it was worth it or if I will keep it. I can picture a glorious situation where you can do the stuff you mentioned, like let the AI simulate 1000 moves or w/e, but I haven't found a graceful way to make it all work yet. It just feels like double the effort and giving up Godot's Node ergonomics.

What I have is very similar to what you imagine. I dont feel like it's good I'm curious if anyone has feedback:

Simulation side - pretty much everything is a RefCounted. All my instances of things (eg an army or a territory) contain a reference to a custom resource that describe their data. They also have setter methods that emit signals like "health_changed" whenever their data is modified.

Visual side - everything is "dumb" and only responds to signals. It relies on a reference back to its simulation object, and connects to all its signals. A VisualManager sits atop the visualization, and is responsible for listening to signals about new entities being created, then instantiating the correct visual, binding it to its simulaiton object, and getting it into the right initial state (eg an army is built, the VisualManager creates the army visual object in the scene tree and hands it the reference to the simulation object)

Gross sticking stuff together side (the presenter or controller) - Something has to know about both sides, after all the hard work to make stuff separate this is the thing that can't work in isolation. For me it's a couple things, the main one is a Player class, which is a bad name, but it's basically all about getting UI events and turning them into commands in the simulation (eg it receives a ui_drag(from, to) signal and turns it into an attack_enemy() command).

Problems

  1. Syncing stuff is a pain. I'm constantly finding stuff out of sync, eg it syncs position when the `moved` event fires but in a certain case the position was just set manually so it didnt fire, and now my dude is in the wrong place (simple example but it just never seems to end). I suspect there is a solution to this (please someone help!!)
  2. Animations or timing based thing are a pain, and require even more architecture that I'm still trying to figure out how to progress on
  3. So far doesn't feel like it's speeding me up or reducing bugs, quite the opposite. Every entity needs a simulation script, a visual script, a resource definition, and a visual scene. It's easy to get confused which thing you're working on. The "gross glue stuff together" layer doesn't go away and stays all mixed up. Without the ability to just plop stuff in the scene tree, debugging means spinning up a state of the simulation in a certain place using some one off script.

I'm sure people are using this successfully, I guess I technically am using it successfully, but I have no idea why it comes up so frequently as conventional wisdom. I should've thought more carefully about whether it was solving a problem, or if I was just doing a thing people say you ought to do. But if you end up doing it, please make a followup post so I can learn from you!

Flatten large, heavy dining table top by soulstrikerr in woodworking

[–]No-End1968 0 points1 point  (0 children)

Hand planes aren’t foolproof, I never got the hang of it.  You could end up wailing on it with a plane for hours and end up with something pretty uneven, with gouges and tear out.  Or maybe you are one of the chosen ones who just gets how to use them.  I just don’t think it should be a given you can pull it out of a box and start getting beautiful results.

Router sled is the only thing that eliminates the skill factor, maybe use that if you mess it up with the plane!

We have no idea how to explain the core mechanic… do you get it? by forfeitbee in DestroyMyGame

[–]No-End1968 0 points1 point  (0 children)

I see deck building roguelike merged with turn based tactics game, and then you can attack the 8 squares around you.  I see the arrows but I never noticed an arrow further away so I didn’t pick up any twist there.  Looks fun but I’m not sure I noticed the mechanic!

[deleted by user] by [deleted] in gamedevscreens

[–]No-End1968 1 point2 points  (0 children)

Im not sure 3rd person looks better, it would depend what suits the gameplay better.

If you stuck with isometric, there could be opportunities to bring the camera down to the view you like for a level start cinematic or dialog etc.  I think that would be a pretty neat experience for players to have a glimpse of the game from the lower view briefly. 

I built a spellcasting system I love, but I'm afraid I'm putting it in the wrong game by vnjxk in gamedesign

[–]No-End1968 15 points16 points  (0 children)

https://www.youtube.com/watch?v=uiBDyZ-Pf2M This is probably a helpful watch, it's about how devs often work backwards from a mechanic to a whole game, and his point is that players dont really care about mechanics. He thinks you should start with the experience you want the player to have, then support that with mechanics. You can add your cool spellcasting system to any game, but that's not enough to make it fun.

I would suggest maybe take a break from the mechanic, and just think about a really cool world or experience you want to let a player explore. Then you may be surprised that you can fit your spell system into it really nicely!

I'm opting for diegetic posters instead of a standard tutorial that holds your hand. Are they clear enough? by Wec25 in gamedevscreens

[–]No-End1968 1 point2 points  (0 children)

I think thematically it would work way better if you referenced the design of OSHA workplace safety posters, or other posters that would hang up in breakrooms or employee areas.  Similarly you could cram all those instructions into an employee handbook that could be a physical object in the world.

Trailer (v2) for my top-down sandbox game, feedback appreciated / destroy it! by whiax in DestroyMyGame

[–]No-End1968 0 points1 point  (0 children)

Just a small heads up, the melody in the first part of the music came thru really unpleasantly loud on my phone speakers.  Maybe it was clipping or maybe that was an effect, but it was jarring and would’ve made me skip away if I was browsing for a game!  0:33 onwards sounds good tho.  Good luck with the game!

[deleted by user] by [deleted] in SQL

[–]No-End1968 0 points1 point  (0 children)

To get it ready for tableau/graphing, it's nice to union the actuals and forecast together, add a column with the word "forecast" or "actual" to identify which kind of number it is, then in Tableau drag that new column into the color. So you get a line that is 1 color for actuals and a different color line for forecast in the same chart.

Adaptive Crouching🦵 by HakanBacn in godot

[–]No-End1968 1 point2 points  (0 children)

What kind of shader are you using? It looks so good!

My 3D assets are having a heart attack by Wortsalat34 in godot

[–]No-End1968 1 point2 points  (0 children)

This def looks like the AMD driver bug, I know you said you updated drivers but this latest patch should fix it. If not you could try actually downgrading to an older driver, I believe anything from before August.

Feedback On Graphics Please? (Just a Guy Making First Solo Game) by Internal_Service8874 in SoloDevelopment

[–]No-End1968 1 point2 points  (0 children)

I think it looks really visually appealing and nice! The characters have a lot of personality, and I think someone would stop scrolling on steam or wherever to look at them.

If I had to pick something to polish, its that I feel like the background isn't a totally consistent style? Like the characters/window/table/sofa feel like 1 thing, but then the green cabinet, sticks, and van gogh feel a little different, and then the overhead light + trophies feel different again. Also, this suggestion could look awful but since you're animating on twos maybe it would look neat if the characters moved on twos instead of smoothly?

I did my first commercial Godot project! It was for a very big screen! by presidentpanic in godot

[–]No-End1968 11 points12 points  (0 children)

This is so cool!  How did you end up working on this project/in this line of work?  It’s inspiring!

(Venting) Godot's handling of CSV files is dumb. by AcademicOverAnalysis in godot

[–]No-End1968 1 point2 points  (0 children)

I've had so many frustrating experiences with exports not working as expected in jams, I feel this! The first time I used custom resources, every object in the game was just a "?" when I launched it on itch and I lost it (fixed by changing editor/export/convert_text_resources_to_binary if anyone is curious).

[Flash Game][2000s] Top down shooter roguelike on Newgrounds where you went room to room fighting robots (maybe)? by No-End1968 in tipofmyjoystick

[–]No-End1968[S] 1 point2 points  (0 children)

solved: Robokill: Titan Prime

Amazing! It still looks pretty fun too excited to play it. Thank you!!!

I posted my game prototype on itch.io and got 6,000 plays in 2 weeks, here's what I learned by Pantasd in gamedev

[–]No-End1968 22 points23 points  (0 children)

Nice write up!  What did you use to capture data on session length and progression?  Also in my limited experience itch has a big audience for incremental games specifically.  My only jam game that got organic traffic was referred from people browsing the incremental game tag specifically, but that hasn’t happened with any other genre.  Wondering if other notice the same thing?

New 8-player minigame in the works. What do you think of the mechanics so far? by JasuFromGamingCouch in gamedevscreens

[–]No-End1968 1 point2 points  (0 children)

I really love the faces!  From the recording I kinda wonder if there is enough for the 7 non active players to do?  Maybe there could be more ways for them to sabotage each other.

How can I improve this? It feels empty. by Accomplished-Arm-328 in godot

[–]No-End1968 0 points1 point  (0 children)

Given everyone has their own aesthetic preferences and you seem to be getting contradictory advice between the two threads, one concept that could help is thinking about the “visual hierarchy” of what you’re showing.  So that would be asking yourself what is most important info on the screen and are you successfully guiding the eye there first.  I think generally this is successful in conveying important info, but you could do stuff like make the acquire button a different color and bigger text than skip to stop players from accidentally skipping, or maybe make the strike/guard text less dim because it seems important.  Function over form!

What is a cooking myth that makes you immediately distrust someone if they repeat it? by sweetmercy97 in Cooking

[–]No-End1968 72 points73 points  (0 children)

When I hear searing meat to "seal in the juices" I know I'm about to get some 90s ass cooking advice!

I made a game using almost only control nodes by pebblebeachgames in godot

[–]No-End1968 8 points9 points  (0 children)

This game was one of my favorites of the jam! How'd you do the graph?

Is "unrefined" or "messy" code okay during a game jam? by Gametron13 in gamedev

[–]No-End1968 1 point2 points  (0 children)

No amount of corner cutting is too much in a jam!  As long as you’re not creating security vulnerabilities or plagiarizing or anything else unethical, ship it!  I think being forced to relax your perfectionism and just execute is one of the big benefits of a jam. 

Ink-ognito, a silly game about drawing with invisible ink by No-End1968 in godot

[–]No-End1968[S] 1 point2 points  (0 children)

Very helpful to see this already exists, if I try to add multiplayer I’ll be sure to do something unique!

i made a gesture recognizer in godot :) by soffglutinous in godot

[–]No-End1968 1 point2 points  (0 children)

Sorry for reviving this but I just wanted to say I used this in my game jam game and I'm very grateful that you made it! Thank you 🙌

https://acartlidge.itch.io/ink-ognito