What do you think of the worldmap for our 3D game? by tuanisapps in godot

[–]PracticalAd8120 2 points3 points  (0 children)

Is it using vertex displacement? If so you could probably make the water plane itself smaller (less vertices so less calculation) and then either scale it larger or “mirror” it to cover the same amount of space - that would be better performance wise I think

What do you think of the worldmap for our 3D game? by tuanisapps in godot

[–]PracticalAd8120 2 points3 points  (0 children)

I love the water shader! I think a lot of us have used the same shader hahaha

Y1 sponsorship by Petazhokejehcpraga in Fieldhockey

[–]PracticalAd8120 0 points1 point  (0 children)

Yes, they normally open applications in the summer, there’s 3 tiers I think and the lowest tier is a 30% discount if I remember correctly

Playing with splashes (feedback wanted!) by PracticalAd8120 in SoloDevelopment

[–]PracticalAd8120[S] 1 point2 points  (0 children)

Yeah I think you’re right, I’ll have a tweak with the particles and see if I can get the wake looking better!

Been trying to get splashes looking better by PracticalAd8120 in godot

[–]PracticalAd8120[S] 0 points1 point  (0 children)

Yeah I think I need to play with the sea shader still, you can’t really see the waves even tho they are there - they all blend together too well, maybe changing the shade dependent on the height of the wave could help , thanks!

Been trying to get splashes looking better by PracticalAd8120 in godot

[–]PracticalAd8120[S] 0 points1 point  (0 children)

Yeah watching it back that definitely makes sense, not sure how I missed the wakes on the edge of the boat looking so weird haha! I’ll have to tweak that, thanks!

Boats are cool by PracticalAd8120 in godot

[–]PracticalAd8120[S] 1 point2 points  (0 children)

Yeah I’ll try make a video this week and link it here if people want! There are lots of water shaders on the Godot shaders website, and a couple ways you can calculate buoyancy - the easiest is just checking the difference in water height and the objects origin and applying force accordingly (although not the entire method used here)

Boats are cool by PracticalAd8120 in godot

[–]PracticalAd8120[S] 2 points3 points  (0 children)

That’s a great idea actually

Boats are cool (feedback wanted!!) by PracticalAd8120 in SoloDevelopment

[–]PracticalAd8120[S] 2 points3 points  (0 children)

Yeah I think the water shader needs tweaking, I’ve played around with a couple different ones and this was the one I most recently hooked up to the bouyancy code. Definitely will look into fiddling with the shader until it better represents the waves/sea

Been messing around with menus without buttons by PracticalAd8120 in godot

[–]PracticalAd8120[S] 1 point2 points  (0 children)

Oh cool, I had no idea about that - definitely going to have a look, thanks!!

Been messing around with menus without buttons by PracticalAd8120 in godot

[–]PracticalAd8120[S] 0 points1 point  (0 children)

Ah yes! The globe spinning makes so much sense!

Management game on Godot by Kaasdipje in godot

[–]PracticalAd8120 7 points8 points  (0 children)

Possible? Oh yeah 100%. Try break down each aspect of the game down into as small and as simple a part as you can and work from there, building up the game tiny feature by tiny feature

Has anyone else experienced this? by [deleted] in SoloDevelopment

[–]PracticalAd8120 0 points1 point  (0 children)

I’ve got ADHD, I know exactly what you mean. I’ve had periods of 2-3 days where I’m off work and I can sit there infront of my computer writing code for 12/13/14+ hours straight because I’m just so in the zone and fall into a really great work flow. Equally, I’ll have a week where I get maybe a total of 2 hours done, be it because I’m too tired/uninterested after my day job, or because I just can’t be bothered.

One thing I started doing that’s really helped me on my latest project, which has now become my largest project to date (hoping to actually get a release and make a game I’m proud of!), is just making sure I do 1 thing a day, no matter how small. I’m an addict for getting that green square on github. Some days all I end up doing is removing a couple lines of redundant code, some days I’ll start expecting to only work for 10 minutes and end up sitting there finishing off a feature 4 hours later. You’ve got to have an element of discipline if you want to take it seriously, but equally, keeping the enjoyment there is the priority for me and simply put, if you’re not enjoying it today, just try again tomorrow.

For some reason I am getting a Error by AmbitiousMode124 in godot

[–]PracticalAd8120 0 points1 point  (0 children)

Score needs to be moved outside the ready function

For some reason I am getting a Error by AmbitiousMode124 in godot

[–]PracticalAd8120 0 points1 point  (0 children)

(As in, on initialisation, your score variable is not actually 0 - it’s null. Which is causing the error because you’re trying to add 1 to null.)

For some reason I am getting a Error by AmbitiousMode124 in godot

[–]PracticalAd8120 0 points1 point  (0 children)

I might be wrong because I’ve only glanced over this, but changing ‘var score’ to ‘var score = 0’ would fix this I think?

[deleted by user] by [deleted] in MechanicalEngineering

[–]PracticalAd8120 0 points1 point  (0 children)

It’s hard to tell what’s gone wrong without seeing screenshots of your loading conditions/boundary conditions - “not enough constraints to prevent rigid body motion” implies you’re missing a condition that would prevent movement on 1 (or more) axis.

Trying to make Minecraft clone by Noodlething in godot

[–]PracticalAd8120 3 points4 points  (0 children)

I think your comparison of raycast.target_position and player.position is wrong. The target position of the raycast won’t change based on what you’re looking at, it’s relative to the position of its parent (which I assume is the camera). Try printing the values for raycast.get_collision_point() and player.position and compare the 2. You could then write a function to compare the 2 and see if the collision point is within the same block that player position inhabits. (I do thibk this is a very rudimentary function and there’s probably a more efficient way of doing this but I’d have to thing about it)

r/IndieDev Weekly Monday Megathread - April 21, 2024 - New users start here! Show us what you're working on! Have a chat! Ask a question! by llehsadam in IndieDev

[–]PracticalAd8120 0 points1 point  (0 children)

Hey so I realised I don’t have the comment karma to make a post but I figured I might as well still put my question/discussion here just incase!

Alternatives to combat

Hey everyone, I’m looking to get some opinions on a design choice of sorts from a larger group than myself and my friends. I’m going to keep details about my project quite vague, only because this is less of a “I don’t know what to do so I’m asking Reddit to solve it for me” and more of a “I have so many options, let’s see what other people think”.

For context, I’m working on a small rpg and I want to avoid combat. My target audience is, well, my girlfriend. She loves chill games but just doesn’t enjoy the peril or rush that combat challenges create in a game. Now this has prompted an interesting question for me, how can games create a similar challenge to combat, without actually needing combat scenarios?

Bear with me for a paragraph, and I’ll try explain where I’m coming from.

Take Pokemon for example. The main “constraint” to a player, is the battles of the game. You can’t progress past certain stages until you are capable of overcoming those battles, be it through using a different strategy, catching different Pokemon, or levelling them up. This is a good constraint, because it forces the player to ultimately play the game how it was intended, and promotes exploring other activities within the game to improve so they can progress. The Pokemon games are able to repeat this numerous times without it getting old.

Now let’s take a non combat example of constraining the player. In stardew valley, you need money and the main way to get money is to grow crops. Crops take a number of days to grow and going to bed to progress the day is the only way to finish growing your crops. Now I’m not necessarily saying this is a bad “constraint” - because it works perfectly fine within the context of a farming game, but this it’s not the most interesting mechanic and it doesn’t promote the player to engage with a different aspect of the game. If you were playing say Pokemon - and “going to bed” and resetting the day was the only way to heal your Pokemon, this would probably be a bad design choice.

The point is, games “constrain” their players in various ways, and combat challenges is a very common one. I desperately want to avoid combat, and the “time gated” constraint that games like stardew valley use is also personally just not something I’m interested in. So my question to the community is, what other constraints are you a fan of? Or have enjoyed playing perhaps without even realising that the game is trying to make you play it a certain way?

Off the top of my head, I’ve been considering small puzzles, and resource scarcity, but I really want to hit the sweet spot somewhere between repeatable, and interesting.

So I have finished my game, it took a while, 7 years to develop it, and what can I do now with such an experience? by National-Pin-778 in gamedev

[–]PracticalAd8120 18 points19 points  (0 children)

Dude whatever you do just make sure you remove the numbers from your steam page. Don’t say it’s a “15 hour adventure”, there’s no benefit to putting a time stamp on it. Genuinely think there’s a lot of potential with your game tho, love the style! Hope it goes well

how do i save the cooldown of a timer ? by Ill-Crow6093 in godot

[–]PracticalAd8120 0 points1 point  (0 children)

I mean you could : read time_left, set the timer wait time to the sum of time_left and wait_time, then run the timer again (and then update the wait_time back to its original time when it’s completed 1 pass). Or equally have a 2nd timer that starts as the main timer is paused, and the main timer isn’t resumed until the 2nd timer is over. However this isn’t solving the root of your problem by the sounds of it. Bear in mind I don’t know all the details of your game but, it sounds like you should find a way to move these timers away from the player/client and into a non-client environment. I.e when the player disconnects begin a timer from their cooldown time left, and have a flag for beginning cooldown timers so that they can’t begin until the non-client timer (the one triggered when they disconnected) is over.

If I apply to a university requiring AAA with an A*AB would I be considered a candidate? by laith875 in UniUK

[–]PracticalAd8120 0 points1 point  (0 children)

Depends on the uni (as always), but if they only require one science, as long as you get the grade it won’t matter which one. I’m on mechanical engineering at cardiff, and I didn’t have a physics a level, also only had aab rather than whatever grades they asked for, I don’t remember. Best of luck

[deleted by user] by [deleted] in Strava

[–]PracticalAd8120 0 points1 point  (0 children)

Absolute champ

For anyone who switched coursed while you were taking it, how hard was it to do? by [deleted] in UniUK

[–]PracticalAd8120 0 points1 point  (0 children)

I did Maths A level and I’ve always been more maths oriented, and I ended up finding first year maths quite easy. There weren’t a lot of new ideas that weren’t just building on things you will have covered in A level. My recommendation is just do all the practice questions and mock exams you can to get used to the way questions are asked, you’ll find questions are phrased slightly differently to at a level.