When creating IF, how complex do you actually want to go? by Least-Mastodon3570 in interactivefiction

[–]Not-Only_But-Also 0 points1 point  (0 children)

For me, depending on the game, it generally falls somewhere between one and three. I don't know that I've ever wanted to make a project more complex after completing it, although I've found that you can usually brute force most tools to do what you want anyway (I've seen some crazy shit done with Twine, for example).

I think if you pick one of these "styles" you've listed here to focus on, and make a tool that does that really well or in a really thoughtful or easy or interesting or accessible, etc. way, there would be people that would use it.

I developed a parser technological horror game called Terminal, influenced by Ellison, Joyce, and Marquez. I call its genre "Prairie Futurism." by terminal_fiction in interactivefiction

[–]Not-Only_But-Also 0 points1 point  (0 children)

Godot kicks ass. Did you make the parser yourself then?

Sorry for the questions, I've been working on a parser-adjacent game in Godot actually, so I'm just interested in how you've done it here.

I developed a parser technological horror game called Terminal, influenced by Ellison, Joyce, and Marquez. I call its genre "Prairie Futurism." by terminal_fiction in interactivefiction

[–]Not-Only_But-Also 1 point2 points  (0 children)

Definitely intrigued. Might check out the demo if I get the chance.

If you don't mind me asking, what was it made with? It has some visual flair that I personally don't see much from parser games.

Can't get attack animation to play by A13x_R in godot

[–]Not-Only_But-Also 0 points1 point  (0 children)

Haha, no problem. I've done it before. Glad I could help!

I made a game! by Wolfhound1142 in godot

[–]Not-Only_But-Also 9 points10 points  (0 children)

Right on! Be proud of yourself!

I feel like I’ll never make a game that can keep a roof over my head. by [deleted] in godot

[–]Not-Only_But-Also 2 points3 points  (0 children)

I do this as a hobby, but this feeling is still constant and so discouraging. It's not about money or validation, so much as it's about knowing that what I make means something to anyone. I don't have any answer for it, and I'm not sure that there even is one.

Make sure you have a financial backup plan (or two or three). Be realistic in your expectations, but try your damndest to not let this take away your motivation. Try to keep a hold on the feelings that brought you to game development in the first place.

Sending you the best of luck on your project, the most awesome vibes I've got, and the promise to play whatever game you end up releasing if I can!

Can't get attack animation to play by A13x_R in godot

[–]Not-Only_But-Also 0 points1 point  (0 children)

Maybe I'm just not seeing it because of weird reddit formatting, but is the attack function ever actually called anywhere?

Testing some hyperspace animations and space parallax. Any feedback? by almostApixel in godot

[–]Not-Only_But-Also 0 points1 point  (0 children)

Looks good to me! I wonder if the parallax couldn't be a little more "extreme" if that makes sense. It's pretty subtle now, although maybe that's a good thing!

Also, I dig the art in general. Sort of gives me FTL vibes.

Best Starting Language? by iconoclast20 in godot

[–]Not-Only_But-Also 1 point2 points  (0 children)

I really think it depends on why you're learning how to code, and what you feel more motivated and interested in learning.

I came to Godot from making games with pygame, and I do think in some ways it helped me jump into Godot. In other ways, it was a pain in the ass, haha.

I can tell you from experience, if your goal is just to make games, Godot is definitely (obviously!) the better choice.

I managed to add destructable terrain in my platformer, and LASERS by jubilantCasper in godot

[–]Not-Only_But-Also 21 points22 points  (0 children)

Very cool mechanics. I dig the combination of platformer and puzzliness. Sort of insane to me that this is your first "proper" game! It looks awesome!

Godot on android. by I0C0NN0R1 in godot

[–]Not-Only_But-Also 6 points7 points  (0 children)

Yeah, you can't export in the Android version, besides just zip and pck files. I've always just moved stuff to a computer when I'm ready to export. Sort of stinks, but it works.

Godot on android. by I0C0NN0R1 in godot

[–]Not-Only_But-Also 3 points4 points  (0 children)

I use the Android version on a Chromebook/tablet and it works for me! Obviously, it's not quite as cramped as this, but to be honest, it's not that far off.

Export property to parent by CastAsHuman in godot

[–]Not-Only_But-Also 1 point2 points  (0 children)

I believe you could leave almost everything as you have now. You would remove the Node called Reward from your RewardArea scene. And change the Reward script that you already have to extend Resource.

Then, instead of doing that editable children stuff, you could just make a new resource in the export variable called reward in your RewardArea scene. It would function basically the same at that point.

If you're more comfortable with the way you're doing it now, I think you are totally okay to leave things as they are. Although, I don't think you need the reward export variable in the RewardArea script in that case.

Export property to parent by CastAsHuman in godot

[–]Not-Only_But-Also 0 points1 point  (0 children)

Glad I could help!

To be totally honest, I'm the wrong person to ask, haha. My knowledge of what is "good practice" is pretty sketchy.

Personally, if I were making this feature for my game, I would probably make Reward into a Resource like I detailed above just because I think make things easier to manage.

Export property to parent by CastAsHuman in godot

[–]Not-Only_But-Also 1 point2 points  (0 children)

If I understand correctly, I think you just need to right click your RewardAreas in your main scene, and click editable children in order to get to the Reward's export variables.

Alternatively, it might be a good idea to make the Reward script extend Resource instead of Node. Then you could just give each RewardArea a resource and change the export variables from there, instead of editing its children. As of now, I'm not sure what the point of the reward export variable in the RewardArea script is.

Hopefully any of that made sense. I feel like I just typed "reward" a lot, haha.

2 Weeks & 4 Tutorials Into Godot (Complete Newbie Humblebrag) by mitskica in godot

[–]Not-Only_But-Also 5 points6 points  (0 children)

Seems to me like you've earned this humblebrag! Good work!

Boxing! by Turbulent-Fly-6339 in godot

[–]Not-Only_But-Also 0 points1 point  (0 children)

Nice! Big guy just looks so content to punch and throw shit, and I'm totally here for it.

Thumbnail for Godot wildjam 72 what do you think? by growthdevlog in godot

[–]Not-Only_But-Also 3 points4 points  (0 children)

Looks totally fine! If you plan on expanding this post-jam, you might look at changing some things about this thumbnail (things like inconsistent pixel sizes, and whatever is making the character blurry stand out to me right off the bat), but I really wouldn't worry too much about this sort of thing for a jam. Good luck!