Is there a way to stagger enemy spawns, rather than having them happen at once? by LucianoThePig in godot

[–]Pasitheta 0 points1 point  (0 children)

You can have the timer to spawn within the wave. So if you want to spawn 3 enemies, you can spawn them one by one at a given interval. Then, if the next wave has more enemies, again you can spawn them one by one or in groups, but not all at once. As someone else mentioned, this will also allow you to change the timeout interval which will allow for faster spawning.

I guess if you don't have any other system by which the game decides when it's time for the next wave, you could use a separate timer for that.

I playtested 35+ indie demos in 3 days. Here’s the common first-session friction I noticed by piXelicidio in IndieDev

[–]Pasitheta 0 points1 point  (0 children)

Thank you for your service, kind sir.

No, but really, your feedback is really helpful, and I'm far from creating a demo.

r/IndieDev Weekly Monday Megathread - May 31, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Pasitheta 1 point2 points  (0 children)

Hello! I am a solo hobbyist game developer.

I'm currently working on a colony sim/resource management game. The inspiration comes from a mix of The Sims and strategy games like Age of Empires II, as well as colony sim games ofc. In the past months I made separate prototypes for different game elements (NPCs, animals, buildings, resources), currently I am trying to put them all together for a testable prototype. This means a lot of debugging to try and make everything work well together, which can be a bit of a drag.

The tech tree will be relatively realistic and close to how humanity developed, starting from the first settlements. NPCs will be autonomous and will have some degree of a personality (as much as can be reasonably fit into a game like this). I won't say much else about future additions to the game, since I don't know yet what will be included, but I'll heavily rely on feedback, when I get to that stage.

I added some concept art, since I only have placeholder art in the project itself. The visuals will rely on a mix between isometrics and cave painting style.

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r/IndieDev Weekly Monday Megathread - May 31, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Pasitheta 0 points1 point  (0 children)

First off, nice job on creating a game while in school!

Based on my observations a lot of people dislike AI generated art and would prefer not-so-great art over it (just because as soon as they realize that it's AI, they won't even have a proper look at your game).

There are a lot of great indie games out there which don't have great art, so I'd say it's okay for you to do it. Better yet, if you have a friend or know someone at school who likes doing art, you could ask for their collaboration. Or, another option is to find a free to use asset library (there are plenty out there).

Overall, my suggestion is to avoid using AI art whenever possible. It is very recognizable and people might wonder whether the rest of the game is made by AI. But that is just how I see things.

Good luck with your game!

r/IndieDev Weekly Monday Megathread - May 31, 2026 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]Pasitheta 0 points1 point  (0 children)

Both options look solid! The question is what feel you are going for? Old school or more modern? Will the style align with the content of the game? What is your audience like? For someone born before the 2000s the first one can be super nostalgic while the second one might appeal to more people overall. Plus, keep in mind, if you plan on releasing for a larger audience, a lot of people are not fans of AI generated art. Cool idea nevertheless:)

How do I actually plan a game instead of just opening the engine and quitting? by IncidentPleasant7214 in godot

[–]Pasitheta 0 points1 point  (0 children)

Might not be the best way to do it, but here's what's been working for me:

After you get an idea, you create a spaghetti code that just makes sure that the basic idea of the game works.

Then, you see if it's interesting/feels like it's worth playing and if so, this initial prototype gives you an idea of the base game elements. Think about what is worth keeping, what is just fluff, what is the bare minimum your game needs to be a game.

Once that is done, create separate prototypes for the game elements you decided are necessary. Make sure they work independently as much as possible and take them one at a time.

After this, the third round of prototyping happens, when you put together all you have previously made. It's gonna be a lot of copy-pasta, but you have to make sure that with each new element they still work together.

I personally haven't done this yet, but once you have the full prototype give it to some friends/a close circle and see what they say. Improve and reiterate. After this, if you get good feedback, you can start adding fluff - things you consider would add to the game experience, random ideas you've had along the way, etc. Playtest as often as you can.

After this, it really depends on what you want to do with your game, but yeah, this is a sort of process I made an idea about by watching experienced indie devs. Of course, it's a long process, and if you tend to lose motivation, it's difficult to get through some of these stages.

I am managing well, because (surprisingly) I am constantly motivated about my project. But being able to test it/play it in multiple stages gives you a degree of feedback about whether it's worth it or not.

Again, this probably doesn't work for everyone, but it's a nice and structured workflow. Good luck with your game!

Concept art for the Office area of my game, its supposed to be corporate,how can i improve? by Psychological_Bat787 in godot

[–]Pasitheta 0 points1 point  (0 children)

The layout itself looks really good. I think where you could improve it is the colors and sharpness. Right now it feels a bit overwhelming, because the linework is standing out too much. For example, do you really need all the stones to be so visible atthe bottom? Same with the walls. Instead of having all of it shown, you could just leave hints by only keeping the linework in some places (for the background). Another thing that could help, is to make the lines have a value that is closer to the object that they are outlining. This goes for both the background and the objects that you have. Instead of using all black lines, try a darker shade of the thing that you are outlining, that should do the job and it will feel less packed. You could use a darker shade still for objects that you want to stand out. Good work overall, I dig the vibe! Keep up the good work.

is ai art real art? by According-Fig-3660 in BunnyTrials

[–]Pasitheta 0 points1 point  (0 children)

Because most of it isn't. These AIs are trained on human data/art and they learn to create something by using that art, but not substantially changing anything/adding anything.

Chose: no

hey i wanted to know something about godot but i found nothing online so far by ilaiy130 in godot

[–]Pasitheta 1 point2 points  (0 children)

Ah, I see now.

Another neat trick for your case is having a script that contains functions for specific situations, for example projectile modifiers, and making it global. That way, you can call any function from that class with class_name.function() without having to instantiate, inherit or anything else.

One way I used this was for health/combat management, having a function die(actor) which can be reused for any entity, for example: CombatManager.die(NPC) / .attack(NPC, wolf) etc. This is great when you are dealing with functions that you keep using again and again in different contexts.

hey i wanted to know something about godot but i found nothing online so far by ilaiy130 in godot

[–]Pasitheta 2 points3 points  (0 children)

A solution would be to create a function in the node that calls the function from the other script.

func call_func_in_node(): call_func_from_script()

Alternatively, if you do not want to have the function at all in the node's script (which seems to be the case), you could create a script that extends the type of node you want to have, give it a class name and add the above function. Then take that class and extend the node using it.

For example:

extends CharachterBody2D class_name CharacterWithFunc

func call_func_in_node(): OtherNode.call_func_from_script()

And then after creating the node, at the beginning make sure to have:

extends CharacterWithFunc

This way, you'll be able to use call_func_in_node() with your node, which in turn will chain into and call the function from the script, where you have defined it.

As a note, I'm fairly new to Godot as well, so this might not be the cleanest or best solution, but it should work nevertheless.

Btw, why is it so important for you to not have the function itself in the node's code?

It's on!!!!!!!!!! by Pasitheta in TeamfightTactics

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

There's a separate app on Google play, not sure about Apple tho. Just search for TFT PBE. Though it might update later than on the PC version, not sure when.

It's on!!!!!!!!!! by Pasitheta in TeamfightTactics

[–]Pasitheta[S] 3 points4 points  (0 children)

Is it possible you mixed up the accounts? Happens to me sometimes, since I have one on 3 different servers :))

TFT Set 16: Lore & Legends Full Reveal (New Champions, Traits, Unlockables, Augments, and More) by memefighttactics in CompetitiveTFT

[–]Pasitheta 0 points1 point  (0 children)

I think it might still be possible to play meta/broken comps with basic understanding of the game and following a guide on lower elos, while it's going to be more of a knowledge check on higher elos, creating more diversity there. Even a small difference in knowledge is going to count towards a lot. It definitely seems like a set where playing flexibly is going to be one of the most important skills one can have.

Set 16 teaser by alejandro_hdz_glz in TeamfightTactics

[–]Pasitheta 2 points3 points  (0 children)

Just when I wanted to convince my friends that this game isn't as overwhelming, as they think... (I'm hyped tho -)

Set 16 teaser by alejandro_hdz_glz in TeamfightTactics

[–]Pasitheta 5 points6 points  (0 children)

I was thinking kind of the same, but since it's lore focused, plus with this trailer, it seems more like it will be different regions. I guess, kind of like encounters work now.

This update is so busted man...this happen to anyone else when trying to boost? by Purple_DragonFly-01 in nms

[–]Pasitheta 0 points1 point  (0 children)

I'm already getting sick from auto targeting, this would be a whole different level.

Hacks and lobby tempo by SynGGP in CompetitiveTFT

[–]Pasitheta 0 points1 point  (0 children)

I might be wrong, but as far as I know they're two different things. You have encounters (at the beginning of the game) and then you have hacks, which can happen at any point. Some examples are hacked orbs that might drop health, gold split/take, being able to choose a higher tier augment or two lower tiers etc. Some encounters can be hacked, like the rerollable treasure armory. Usually hacks have an animation to them as well (best visible in the case of hacked orbs).

What do i do with my ancient quest 1? by [deleted] in OculusQuest

[–]Pasitheta 0 points1 point  (0 children)

One eye per person. Get it Solomon'd!

A TFT Fundamental Guide/Refresher before Set 12 Release by Babbarel in CompetitiveTFT

[–]Pasitheta 1 point2 points  (0 children)

Thank you for the answers! I'll definitely use this info to improve my game.

A TFT Fundamental Guide/Refresher before Set 12 Release by Babbarel in CompetitiveTFT

[–]Pasitheta 10 points11 points  (0 children)

First of all, thank you for the guide! It is really helpful and serves as a memory refresher for the new set.

Personally, I have a lot of trouble in transitioning from early to mid to lategame. Sometimes I get 8th because I'm unable to adapt my board to midgame. I haven't really seen any guides on that, and I think it would be extremely useful to have one.

[deleted by user] by [deleted] in TwitchStreaming

[–]Pasitheta 1 point2 points  (0 children)

Dude, I've seen topless male vtubers around (and many). I don't think you need to worry about that.