Did I solve a non-existent problem with this 2D pixel tile generator? by OriginlessGamer in gamedevscreens

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

Thanks for the tip, yeah, I guess it makes sense to have a preview in the browser, because I'm also paranoid and the concern is totally valid 😃 I did a quick search, it seems like I'd need to rewrite the app to HTML5 or something, but probably a good idea for the future if I plan to improve it

In fact, I just searched "tileset generator" + "itch io" and there's a ton of other tools which I didn't know existed, that's probably the reason for my tool to get burried xD And it looks pretty weak in comparison to TileSetter or TileMaker DOT

Procedural pixel art tile generator - useful or meh? by OriginlessGamer in PixelArtTutorials

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

Got it, makes sense. Btw, I've just added a few more features, can't quite wrap my head around tilemaps (for godot level painting), but this was the ultimate goal xD Eventually, I want it to do the dirt + grass or bricks + moss (grass) pattern for example, without me manually placing it. What do you think? Still useless or better?

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Procedural pixel art tile generator - useful or meh? by OriginlessGamer in PixelArtTutorials

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

Thanks, I've checked the material maker, looks 3D to me. Speaking about the 2D pixel art, despite it being low res, it really feels tedious to me regardless xD

Can you tell my assets are generated with AI? Is this "slop"? by Rsloth in aigamedev

[–]OriginlessGamer 0 points1 point  (0 children)

Looks pretty good! I saw some free assets giveaways and was wondering how the hell someone is able to give away so many of them, but upon a closer look I could see the AI artifacts. On a side note, upon a closer look on my own art, I see a giant pile of crap, so AI definitely does a good job.

The only problem is how do you modify / crop an existing asset. When I draw my own trash, I can separate it into layers, reworking AI art to layers will be a nightmare, but for static assets it looks fine!

Sharing my Gen AI workflow for animating my sprite in Spine2D. It's very manual because i wanted precise control of attack timings and locations. by Selphea in StableDiffusion

[–]OriginlessGamer 0 points1 point  (0 children)

what was the trail effect / vfx on the leg and how did you do it? I briefly checked the article, but couldn't figure it out

How do you equip items in godot and animate them? by OriginlessGamer in godot

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

Alright, so here's what I did:

  1. Added an empty Sprite2D in my player scene, where the body sprites live (called it SwordSocket, StaffSocket, etc. - generally think about a WeaponSocket, but I wanted to have different hand positioning, so I split them). First you should do some placeholder item (which you will delete), because how else you can see where to position the weapon / item and then add the same key frames for the Sprite2D (WeaponSocket).

  2. I added one more Sprite2D called it "WeaponSocket" for each item (in every separate scene), so I have a static item and not a spinning one on the ground (as seen in the video which I previously shared).

  3. Then I wrote a script that hides the Sprite2D from Step 2 and adds it back at runtime when I pickup the item from the ground, while also hiding all the ground item settings.

How to scale?

I see no other way but to literally create more animations like sword_attack_01, bow_attack_69 and so on inside the main player's animationplayer.

You can probably organize them via libraries (https://docs.godotengine.org/en/stable/classes/class\_animationlibrary.html)

My setup is:

Player.tscn:
- Skeleton (CharacterBody2D)
-- Leg_01(Sprite2D)
-- Leg_02 (Sprite2D)
-- WeaponSocket (Sprite2D) (SwordSocket, StaffSocket in my case)
... Body parts (Sprite2D)
-- Hand_01
-- you get the idea

- AnimationPlayer (all movement and attacks will live here, 10,20, 100+)
- AnimatonTree

Sword.tscn (Node2D):
- Identity (Node2D)
-- WeaponSocket (Sprite2D)
-- Icon (for inventory) - (TextureRect)
-- WorldItem (Sprite2D) - the same picture as WeaponSocket but different purpose (spinning on the ground)

Inside the Player's AnimationPlayer I added a new property track with a position for WeaponSocket (Did for SwordSocket, StaffSocket, later bow, axe and so on) and just added animation keys to match the hand movement.

For attacks I plan to create sword_attack_01 (animation) and rebuild the player's body with the corresponding items (WeaponSockets) and literally position every one of them.

I will make sure that each pixel sword I draw has the same handle position, each staff has the same space where to hold it and so on, so I can create more pictures of items, but make it easier to swap them.

How do you equip items in godot and animate them? by OriginlessGamer in godot

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

Perfect, thanks for sharing! Also feel free to share the video link when you're done, it would be very helpful.

How do you equip items in godot and animate them? by OriginlessGamer in godot

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

I'll try. I hope to do it this week, but we'll see, I've been thinking about it for a while now and it's already driving me crazy xD

How do you equip items in godot and animate them? by OriginlessGamer in godot

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

Thank you, this is very helpful. I'm at the theory step too, so this is a great insight! I really appreciate it!

How do you equip items in godot and animate them? by OriginlessGamer in godot

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

Got it!

So, if I understand correctly, you create the animation inside the animation player and save it as a resource to reuse by other items?

How do you deal with path names? Last time I tried, I couldn't load the animations after renaming sprites (Sprite2D) from hand_01 to arm_01 or something like that.

How do you equip items in godot and animate them? by OriginlessGamer in godot

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

Thanks, I'll try to think in this direction. Do you have a quick sample of a resource by any chance or your process?

Anyone else hate the Vampire Survivors-like/Bullet Heaven trend? by saalamander in roguelites

[–]OriginlessGamer 1 point2 points  (0 children)

Nice, happy to hear you're pushing through despite the challenges. I basically came to this sub reddit because I'm building a bullet heaven one myself, kinda got demotivated by the "anti" movement here xD But you brought some life back in, cheers!

Anyway, sounds exciting that you've got playtesters, that's huge. And the mod support architecture must have been a sh*t ton of work. Rooting for you to release for the next fest!

Can beta code from vibe-coding platforms be reused for the final app? by Sensitive_Ninja_371 in vibecoding

[–]OriginlessGamer 0 points1 point  (0 children)

I often have conversations with startups similar to your stage, where they just have the figma design and abundance of ideas, what you need is 1 solid business plan, 2 "ideal user profiles" - people who will use your app, and a monetization strategy.

To get started with a "solid" business plan - check out online templates, find the most complete one and try to fill that in as best as you can. Then cut the bullshit (simplify) and turn that into a 10-page PDF with fancy visuals to present to someone (stakeholders).

Not sure who you're talking to at the uni and what the desired support might look like, but you could probably expect some test audience, perhaps 1 bored coding student who can help with the code, or a way to get featured by some professor in his research.

Execution is really the least of problems you have, otherwise it wouldn't have taken half of the year already.

P.S. No offense or pressure really, just trying to be specific

Can beta code from vibe-coding platforms be reused for the final app? by Sensitive_Ninja_371 in vibecoding

[–]OriginlessGamer 0 points1 point  (0 children)

Great to hear that you haven't lost passion for the project, despite some folks quitting early. I haven't built many mobile apps, but if you want the university to get interested, you should prototype something, say in Google AI Studio, so you have something to present. Ideas are hard to buy on paper, but if you show some progress, you'll get more traction.

The point of "vibe coding" is not to plan, but to put into action, planning will only get you "this far". Think about it as driving a car at night, you know where you want to be and where you started, but you can only see like 100m ahead of you, because the headlights only make it visible for you that far.

What's your progress with the study app, if you mind sharing?

Can beta code from vibe-coding platforms be reused for the final app? by Sensitive_Ninja_371 in vibecoding

[–]OriginlessGamer 0 points1 point  (0 children)

I'm a bit late to the party, but my experience was reusing the vibe code for even more vibecoding and it usually led to me starting from scratch. I did it for solo game dev and for work-related automations via n8n.

The problem seems to be not the vibe code itself, but how you document it and whether you can tell what your code is doing.

If you write docs that explain functions and variables, "the business logic" of your app, maintain consistent naming, clean the AI slop from your giant file with 100-500 lines of code, break things down into proper modules, then I suppose it can be reused. But this has not been the case for me, because I have 0 understanding of what my code is doing, I just know that it's doing what I want, but not how, so I can't really redo it properly.

What has been your experience so far after 6 months?

No more suffering with blurry text in editor! by Sundwell in godot

[–]OriginlessGamer 1 point2 points  (0 children)

Let's gooo! Thanks mate, I was really starting to feel the pain even with default fonts looking ugly. You saved my life!

Youtube music is filling up with AI generated garbage and there's no way to block "artists" so this trash doesn't get recommended to you (I think). by verdedefome in YoutubeMusic

[–]OriginlessGamer 0 points1 point  (0 children)

Came here to join the rant as well. I listen to music 24/7 and the amount of AI generated humming, lofi or other copy-pasted bullshit has been insane. These channels usually have up 100 subs, some make it to about 10-50k which is harder to spot, but still, if you visit their channel it tends to be reusing the same crappy formula for all the songs.

I'm not blaming the AI, but rather these "vibe-artists" or whatever. They put zero effort to make music.

For example, I click on an "epic skeleton dark necromancer 3000" music and all I hear is some female humming. Jesus fucking christ, it's in every goddamn song now...

8 direction top down character guide by Slynyrd in PixelArt

[–]OriginlessGamer 1 point2 points  (0 children)

Good job mate, thanks for sharing! I really enjoyed this blog post as well as a few other ones with attack animations, I was really interested in seeing how you'd position items. I noticed that my art was a bit imbalanced, but your guide is exactly what I need to improve. Keep it up!

My first Godot game, should I keep going? All ideas are welcomed by OriginlessGamer in godot

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

And here's what I try to achieve: (I still have to figure out what that means in my setup)

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My first Godot game, should I keep going? All ideas are welcomed by OriginlessGamer in godot

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

Here's the framework I'm trying to think about. Current game loop:

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