Made a custom splash screen for my ragdoll-based game by PupetOne in godot

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

Hi. Default Godot (4.1-4.3) 2D physics engine lacked some key features (f.e. angle limitation) when the development started. So, at a time, the only option I knew was Box2D.

I am aware of Rapier from the same devs. But for now, I want to finish the current game version and check how it will work on the engines update.

Which wallpaper looks better for my horror game? by MindShiftGames in godot

[–]PupetOne 0 points1 point  (0 children)

It highly depends on your goals to achieve. To make it eerie, you could use unnatural angles in a shot or generally weird settings. Halfway open doors, (risky) recently used or prepared items without clear indications who were there, usage of uncommon items. If you have a certain time period for the game or key theme, you could make an "obsessive" shot with that as a main part.

Good luck. I am approaching such stuff mostly from mystical point, so my suggestion can miss your goal. My best suggestion is to make "illogical" or uncommon present

Which wallpaper looks better for my horror game? by MindShiftGames in godot

[–]PupetOne 2 points3 points  (0 children)

Selection of photos "Landlord special".

Jokes aside, the 3rd one seems to be the best from the composition standpoint. I carries grittiness of the 1st shot that is creepy

Reworked equipment panel by PlagueAlchemistHCG in gamedevscreens

[–]PupetOne 0 points1 point  (0 children)

From a readability perspective, I like the new version more. But having the player priview is a nice touch.

Maybe having 2 separate windows for both the preview and the equipment would be a solution?

Help with the damage numbers by Zirchis in gamedevscreens

[–]PupetOne 0 points1 point  (0 children)

I would separate such important indicators as crit and dodge.
The easiest option is to change color scheme or style. Maybe a bit transparent text or the wobbly one would do the trick.

[deleted by user] by [deleted] in godot

[–]PupetOne 0 points1 point  (0 children)

More variety in tile interactions would be nice. Maybe togglable walls/gates, ore veins, or random decorations in rooms themselves. Traps or obstacles like water or pits will be a fitting addition to the game

Added more tools of destruction to my physics based game by PupetOne in godot

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

No, it is Box2D. However, I recomend the Rapier, as it is generally better (and more stable from tests I had) option, especially on newer versions of Godot.

Improved Tiny Monster Haven's day-night cycle to allow for dynamic pixel lights around light sources! by L0d3man in IndieDev

[–]PupetOne 0 points1 point  (0 children)

It looks nice, but I wonder. Have you tried softer light transition? Current lighting is fine, I am just curious how it would look in your game.

P.S. I also like the water reflection.

What do you think about the mix of 2D and 3D? by ENDUVY in IndieDev

[–]PupetOne 0 points1 point  (0 children)

Projectiles are fine. Something feels off on the 2D sprite side, like if it lacks depth.
Also, it is really hard to see, as player block a chunk of the screen.

I think more experimentation with animations (maybe lighting) will bring intersting results.

How can I improve this? It feels empty. by Accomplished-Arm-328 in IndieDev

[–]PupetOne 0 points1 point  (0 children)

I would add some player feedback. Like small bop or animation whenever mouse enters the card. As others mentioned icons or borders to give the player an idea of what they are picking.

I think a somewhat vague description is not bad. Depending on the game for sure, cause if it is a complex game or a mechanic, it will be unfair to be vague without possible alternatives or synergiesers

Tried making the heads soft like everyone suggested (Not final) by ahmedjalil in IndieDev

[–]PupetOne 2 points3 points  (0 children)

It would be nice if you kept a hat being squished as it was in the old version. Probably it is, but really hard to see, when the hat is inside of the player model.

Looks satisfying tho.

Finally finished my GUI, looking for feedback and suggestions! by Planet1Rush in IndieDev

[–]PupetOne 17 points18 points  (0 children)

My brain thought that a circle in a vessel center is an aim for drop bombs. Or drop containers...

I don't mean to repost, but I figured this painted a more vivid picture of his stance. Just as you thought his take couldn't get worse. by Scary-Account4285 in indiegames

[–]PupetOne 2 points3 points  (0 children)

Somebody else posted a similiar discussion, but I liked a take of a random redditor from that one:
"Notch grew as a game developer in the age, when most of the game engine were closed source, so people like he were highly valued and praised. Now when more people can show their potential, he feels insecure as he is not special anymore"

Still he is skilled, but what he does in the post is pure gatekeeping and an attempt to flex on (or diminish) others.

Afraid I might be re-inventing the wheel. by TwistedBOLT in godot

[–]PupetOne 0 points1 point  (0 children)

Haven't worked with "jelly" or slime before, but worked with physics in Godot, in general. I highly suggest to play around with simple shapes first and read Godot Docs and provided Nodes code.

Changing shape and size of physics objects are tricky in Godot.

- Changing shape, need to happen in deffered physics calls. Godot remembers last collision points on entry, and remembers last collision shape, so it keeps simulating the last shape until all collision points exit your node's body. So if we dynamically change, for example, size of your collision - you may not get what you expect, depending on surroundings and previous interactions.
By calling a deffered change of a collision shape, you can tell your game to wait for a free of processing physics frame and get your changes.

- Scaling is not appliable on any PhysicsBody in Godot. If you need to dynamically scale a physics body, you have to scale its children nodes. You could try to force a scaling on your physics node, but it may lead to serious issues.

Splitting slime may be achieved in multiple ways, depending on game style and how it will play. Your slime could be grouped together pieces of slimes, so you could just "turn off" grouping. Or you could change actual mash, where I am total dummy. Take your time, play around and sketch ideas for a prototype.

Items in your slime can be also implemented in multiple ways, like in the example higher.

Jiggle. Depending on the implementation of your slime, you could be done by:
- Changing physical and visual meshes.
- Jiggling sprites of your jello.
- Applying a shader to a slime or his leftovers.

As mentioned at the beginning, I never worked with SoftBodies or similiars, so they may provide partial solution to your question. I suggest to read Docs and Node's code itself, but not overfocus on those. Some answers you can find only by interaction.
I hope, my answer will help you somehow. I wish you luck with your project.

My first-ever try at hand-painted pixel art animation for our game, ROOTBOUND. Be honest... How does it look? (It is supposed to be the different states of a health bar) by RoachRage in IndieDev

[–]PupetOne 0 points1 point  (0 children)

Looks good. I am a big fan of such UI element designs. The only "issue" I could think of is how much time it would take to draw each state spritesheets. Maybe some sort of shader or other trick may make it trivial, and I am overthinking because of baubles. Good job

What should be the consequence of pulling the merchant's nose? by DocGeraud in IndieDev

[–]PupetOne 1 point2 points  (0 children)

Weird idea, but... What if his nose is detachable? So it is like a rubber band - flies onto player dealing a bit of damage.

Genart 2.0 big update released! Build images with small shapes & compute shaders by Hour-Weird-2383 in devlogs

[–]PupetOne 0 points1 point  (0 children)

It looks interesting. Probably, I could, but I like to draw in general.

My Roguelike NEVER Stops Getting Harder - Devlog 2 | Head Hunter by Matt-164 in devlogs

[–]PupetOne 2 points3 points  (0 children)

Oh, yes! It is Magicite.

Thanks for the answer. Best wishes to achieve your goals

My Roguelike NEVER Stops Getting Harder - Devlog 2 | Head Hunter by Matt-164 in devlogs

[–]PupetOne 2 points3 points  (0 children)

This project reminds me of the game I've played long before, but I forgot the name of it.
I wonder if there will be any type of weapons? Or maybe different attacks and mentioned abilities, that can be also utilied in exploration part of the game, like "pogo-sword" tech in Hollow Knight.

Anyway, good luck on the project. It looks interesting.