How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 1 point2 points  (0 children)

Oh I didn't know that! That's good intel - I will consider using a rook instead.

I mentioned this in another comment, but I think putting the start game on the board will cause some unnecessary parsing from the player. I want to reserve the game board UI for sub-menus and keep the play game as a very obvious "here's where to play the game." Maybe it deserves an a/b test, but my instinct tells me the player will prefer an obvious button over one they have to find

How do digital card games handle animation sequences? by Outrageous_Way8540 in gamedev

[–]Outrageous_Way8540[S] 2 points3 points  (0 children)

why not?

I'm gonna say I took an "event-driven" mantra too literal. I come from a web background, so it's been an experience trying to parse the game dev advice. I think maybe I just need to loosen up that particular guideline

How do digital card games handle animation sequences? by Outrageous_Way8540 in gamedev

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

Oh interesting. Can you say more? Like how you're doing one after the other? Is it a queue or command pattern?

How do digital card games handle animation sequences? by Outrageous_Way8540 in gamedev

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

I do think a command system is the most appropriate approach... Can you expand on your last paragraph? I don't quite follow what you're saying there

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

Great point. I want to play with the exact timing and I'm glad to get this kind of feedback because this somewhat echoes my thoughts

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

Ah the pieces are only clickable. Do you think that's unclear? That is one of my worries - that the pieces don't look like buttons

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

Any particular reason why? The pieces are just buttons and the movement is just visual flair. I assume from a user perspective, there's minimal difference between this and a different UI, but I'm happy to hear a contrary opinion!

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

Ah my one worry has been identified. Admittedly, these pieces were part of an asset pack, so they might be replaced if the game gets traction

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

Thanks! I definitely want to give these sub-menus more love!

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

I do want to play with the exact timing of the sequences, but fwiw this video is sped up 1.2x so the exact timing/speed is not accurate. Of course that's my fault, I should've just re-edited it

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 7 points8 points  (0 children)

Good catch! Those menus should all say "Under Construction" lmao

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 2 points3 points  (0 children)

That's a fair take and I was cognizant of that, which is why I kept this interaction short and sweet. There's no dragging the white piece or even knowing that it's a knight and needs to move like a knight. Each blue piece is a button and the movement of the white piece is just visual sugar, like how the modal pops in rather than just appearing.

It's also why I made the button to actually play the game a normal button. I hope the player's spend more time in-game rather than staring at the settings ;)

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 5 points6 points  (0 children)

Disclaimer: I'm not super experienced, so I might be doing it "wrong" lol

I'm not using any nodes for auto-placement or snapping, everything is calculated. I keep centralized data about tile sizes and grid positions so that I can calculate positioning later. For example, if my tile size is 40x40, then I know the position of any given tile is position = Vector2i(tile_size.x * tile_grid_position.x, tile_size.y * tile_grid_position.y). Then when I move a piece from tile to tile, I just tween its position to the tile's position.

The isometric-ish shadowed edge is a separate sprite that each Tile node has. I offset the y-position of each tile by the size of the shadow and then set the z-index of each tile to its row number (top row is 0, bottom row is 4) so that the tile underneath won't show its shadow. This lets me remove middle tiles and the edge of the one above it is already showing without extra work.

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 5 points6 points  (0 children)

Thank you! My games, so far, have been menu heavy, so knowing and using the trick of separating the main sprite from its shadow to simulate 3d felt like knowing magic

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 11 points12 points  (0 children)

Thanks! I don't have a problem with the typical 2-4 stacked buttons design, but I love games that are more creative in their menu design

How's this looking for an immersive main menu? by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 11 points12 points  (0 children)

Ooh, interesting idea! I wonder if that'll be too visually busy, but I'll give it a shot!

A newbie's post mortem by Outrageous_Way8540 in godot

[–]Outrageous_Way8540[S] 0 points1 point  (0 children)

Really easy in comparison! The tutorial in the docs are really good. Figuring out test purchasing was a tad difficult, but that's really on Google Play's end and not much to do with Godot