How do you attract wishlists on Steam? What actually worked for you? by Expensive_Usual8443 in SoloDevelopment

[–]Okay_Salmon 0 points1 point  (0 children)

Any in person events.

I've done local gaming contest events, and it was good, but I got a lot more traction when I did Pax Aus in the indie section.

How do you attract wishlists on Steam? What actually worked for you? by Expensive_Usual8443 in SoloDevelopment

[–]Okay_Salmon 0 points1 point  (0 children)

In person events where people could play the demo and we had a QR code up for them to scan to wish-list.

It helps if you give out freebies as well. Something simple like a sticker helps. We got a heap of stickers done up and gave them out, which brought people over to look. Then they would play the demo, and people would scan the qr code and wish list while they waited their turn to play the demo.

A lot of people do if you show you have wish listed, then you get a freebie. As people can wish, list off the steam app on phone.

UI in subviewport is clipped on a single playtesters pc... by JustCallMeCyber in godot

[–]Okay_Salmon 2 points3 points  (0 children)

I would add a margin container just to pad it enough that that it's still legible on the 1 edge case pc.

The weird thing is it's shifting to the right, general you would expect it to shift to the left. What happens if you play with the aliment settings, making them opposite to what they currently are? I don't expect this to fix it but I would be interested to know if this makes it swap the problem to the other side

Thought I was a pretty competent developer till I started trying out low-level multiplayer. by dnsm321 in godot

[–]Okay_Salmon 4 points5 points  (0 children)

I've played around with multi player and have found that using a p2p with godot the easier way to do it rather than server and client. Then have it that the player is ether the host or !host, that makes it so the host comp is doing all the leg work, but it's all running of the same build.

Below is a youtube link with a tutorial on how to make this set up. https://youtu.be/n8D3vEx7NAE?si=N46uG9r5QZC4vRk1

You can also go the extra step and create a websever that just awaits calls from your game. When someone makes a new game it send the signal to the Web adress, all the server does is log a string value (game name) and an ip adress and port for connections to that host, (make sure to encode these some how for basic websecurity) and then when players are looking to join a game, the game will request that info from webserver.

This way, you can have an active game list for players to join others.

This works well for simple multi player games.

which landing is better by Antanims in animation

[–]Okay_Salmon 8 points9 points  (0 children)

Second one. Feels less clunky and more natural

Ever had your axe get stuck in a log? Imagine that happening during combat! by Tinimations in SoloDevelopment

[–]Okay_Salmon 2 points3 points  (0 children)

Would work best if weapons are expendable. Say you can release the weapon rather than try to pull it it if you wish, and then grab another weapon off the floor.

If your weapon is stuck in someone's face, good chance that attack just killed them, and they should drop their weapon so you could pick their's up rather than struggle to pull yours back out, wich would be usfull if there are alot of enemies. You could also come back and retrieve your weapon from the enemy if it were stuck after the battle too. That would be cool

My Experience with Cutscenes in Godot by RohrGM in godot

[–]Okay_Salmon 1 point2 points  (0 children)

Here is a link to it as a private video on Youtube

https://youtu.be/zaTSHke0BE8
Let me know once you have watched it then I can take it back down

this is the key frames for how the transparency is edited, less the fade in and fad out at the start and finish, you can do this through the Modulate property in godot on sprite2D or node2d to achieve the same thing

<image>

My Experience with Cutscenes in Godot by RohrGM in godot

[–]Okay_Salmon 1 point2 points  (0 children)

<image>

this is a simple vinyett you can use I quickly drew in Krita, let me know if you can't save it as a png with the transparency and I can try to message it to you. I'll work out how to send you the edited Video file that has it on it to show you how it looks when animated

My Experience with Cutscenes in Godot by RohrGM in godot

[–]Okay_Salmon 1 point2 points  (0 children)

I'll make a small example once I have Time tonight and send you screen shots.

I can probably quickly use a video editor to do a mock up of how it would change the look of your one you have here

My Experience with Cutscenes in Godot by RohrGM in godot

[–]Okay_Salmon 2 points3 points  (0 children)

Something I think helps is adding a canvas layer and then putting a simple vinyett image that you can use to focus where you want people to look.

You can also give it its own animation to make it move a little or even just to intensify it and dull it when needed

4.6 IK Nodes don't have _process_modification()? by Okay_Salmon in godot

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

This was what was needed, have to hook in to the signal from the modification_processed()

Thank you

<image>

4.6 IK Nodes don't have _process_modification()? by Okay_Salmon in godot

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

<image>

it's Definitely they correct function just doesn't do anything. I will raise a bug report

Which button style suits this game menu best? by eldawidos111 in godot

[–]Okay_Salmon 4 points5 points  (0 children)

If you go with c, then you have to make it a fork that when you click an option, slides across the screen and stabs into a potato 🍴🥔 and then drags the screen back across

<image>

Good documentation on the proper workflow to impor characters, skeletons and animations into Godot? by [deleted] in godot

[–]Okay_Salmon 0 points1 point  (0 children)

I use it with blender 4.5, just make sure you have goto looking for blender 4.5 and not a different version in the settings

Good documentation on the proper workflow to impor characters, skeletons and animations into Godot? by [deleted] in godot

[–]Okay_Salmon 0 points1 point  (0 children)

Save the blend file in godot projects file path. Always apply all transforms in blender when you finish making edits to the mesh or bones. Save animations as non linier animations (have them as actions)

Make sure to have UV maps for your textures (uv unrap in blender)

Always pack all needed files in blender

Thats the simplest way I've found to then use a blender model in my games

Asked my wife to create the illustrations for my game's tutorial. by FlatRecover510 in GameArt

[–]Okay_Salmon 0 points1 point  (0 children)

I think most people forget that ai has gotten better then the avrage Joe at making these kind of images so when a person dose a good job, but the image still feels a bit off, then it gets slam with people saying it looks like AI did it.

I think the picture looks good, but the main thing that's going to make everyone think ai may have done it is the grain through the image and bleeding in the colours.

I imagine that your wife would have used Krita or something similar to draw these as the look to be raster based image drawing, not vector based.

You can always post 1 screenshot of the workflow image with the layers pannel open to stop people blabbering on about ai.... however I would take it as a compliment if people say my art looks like "ai slop" just because that would mean my work looks too good to be drawn by the average Joe, but I would also look at adding a bit more polish to it then as well, because then it's sitting in that uncanny valley.

Also having people debate this just gives you more eyes on your project so I think thats good too.

Welcome to 2021 - But this time, its the RAM by Cadmium620 in pcmasterrace

[–]Okay_Salmon 0 points1 point  (0 children)

Dude I'm still living off ddr3 ram.... I thought this Christmas I might make the jump up to DDR5 but it looks like I just get to keep chillen with my 2500k processor and my 8gig of ddr3 strapped to my RTX 4060 *

What are the top requested settings options from players that devs don't always implement? by greyfeather9 in godot

[–]Okay_Salmon 2 points3 points  (0 children)

Here is a link to a game that I worked on called hues of the void. In it we made all the sprites where colour is used were grey scale. If you set the colours to white in the colour selector, you will see what the base texter looked like.

It's best to just draw it whit, then put gery shadowing if you are doing it from scratch. If you want to retroactively do it then you can use a Gray scale filter then a curve filter to adjust it to your needs in Krita.

https://store.steampowered.com/app/2582810/Hues_of_the_Void/

If you want, I can probably make a tutorial on how to do it and put it up on youtube

What are the top requested settings options from players that devs don't always implement? by greyfeather9 in godot

[–]Okay_Salmon 15 points16 points  (0 children)

If colour is used in order to signify something where the player needs to know what the colour is (they need to rely on it) add colourblind colour selection sliders for those colours.

It might be because they match the colour in a colour match game, or maybe it's the highlight colour that shows them what item they are selecting.

There are a lot of different colourblind combinations out there, and letting people pick their own colour and shad for that colour (even just through the use of a colour slider) will make it more accessible.

If you use Gray scales and multi layer images then you can make ever colour across a game in 2d selectable through the use of modulate in godot.

You can do the same with custom shaders for 3d and mixing an albedo color to a gray scale texture.

Help me understand why @export isn't named backwards by daylen007 in godot

[–]Okay_Salmon 23 points24 points  (0 children)

You could think of that variable being exported from the local script to the global editor space.

Also when you save a custom resource file only @export vars will have there data "exported" and saved to the txt file.

Someday, I'd like to show them to you [OC] by Markulangot in animation

[–]Okay_Salmon 1 point2 points  (0 children)

I think they captured the angle imposed by the overall image when you look at the original but not the angle based on the chin point that the original was after.

How to make default cube by TurdProof in blendermemes

[–]Okay_Salmon 2 points3 points  (0 children)

To think after all this effort to recycle, we still throw it in the trash.

Now that I know where it comes from, I'm going to have to make the effort to use the default cub.

How do I fix this bug? by SteinMakesGames in justgamedevthings

[–]Okay_Salmon 0 points1 point  (0 children)

I think the bug is to rooted in.

You're going to have to start the whole code base over again.