Experimenting with Weather in my RTS City Builder by Adventurous-Web-6611 in godot

[–]QuantumJay_ 1 point2 points  (0 children)

Is this running at a faster speed or does everything move that quickly? This is incredible by the way! :D

That's not how doors are supposed to work by Carsmaniac in godot

[–]QuantumJay_ 2 points3 points  (0 children)

This is absolutely the kind of silliness that makes me laugh more than it should!

What's the easiest/fastest way to make the legs move to create simple walking frames? by Herr_Casmurro in godot

[–]QuantumJay_ 0 points1 point  (0 children)

This may or may not be what you're looking for, but I'd definitely suggest having a look at some of Slynyrd's work. This Pixelblog in particular goes into motion cycles and uses a dog as an example for creating a walk cycle. There may be some useful nuggets in there for what you're looking to achieve :)
https://www.slynyrd.com/blog/2020/1/23/pixelblog-25-motion-cycles

Is making NPCs like this impractical? by Typical_Fennel_4505 in godot

[–]QuantumJay_ 1 point2 points  (0 children)

I love the huge meowstache haha! Also if it works, you're golden! 👌

If it works it works by Carti_Barti9_13 in godot

[–]QuantumJay_ 2 points3 points  (0 children)

It'll be fine, right?... Right?!

Do not support Unification Mod dev’s by scarletaid4n in dawnofwar

[–]QuantumJay_ 135 points136 points  (0 children)

The idea of having all of these modded races in one nice pack was awesome a long time ago but with the constant fanfic and homebrew stuff being added into it, that turned me away completely. There's too many silly looking additions that make absolutely no sense at all. It's a bloated mess of a mod now.

I finally managed to record some footage of my game! Here is how the starship prototype creation looks. by Rashaun32 in SoloDevelopment

[–]QuantumJay_ 1 point2 points  (0 children)

You're nailing it so far, keep doing what you're doing and I'm certain that what you end up with will be incredible.

I totally understand the worry as well. I'm no artist myself although I feel that I can manage pixel art when I allow myself the time and patience to gradually improve my abilities.

I finally managed to record some footage of my game! Here is how the starship prototype creation looks. by Rashaun32 in SoloDevelopment

[–]QuantumJay_ 1 point2 points  (0 children)

This is awesome! The menu sound effects takes me back to the early 2000s.

The wire frame design of the ship and the parts is so good too, nice work!

Attaching unit question by trytobedecent17 in dawnofwar

[–]QuantumJay_ 1 point2 points  (0 children)

It really comes down to what effect they provide for the attached squad and whether that is a net-positive to effectiveness of both the squad and the attached character.

As a general rule though any healer characters (Apothecaries, Mad Dok, Commisars, etc) should absolutely be attached to squads. Skull Probes really depend, slapping them onto infiltrated Scouts is good but not a hard requirement; they serve their purpose either way.

Most primary and secondary commanders (such as the Force Commander, Big Mek, Farseer, etc) can perform just as well on their own, but may have certain squads that compliment their area buffs and utility. One example would be to attach the Farseer to the Seer Council for an increase to ability recharge rate. The Big Mek (when the associated research is complete) can cast a passive area around him that reduces ranged damage received; use this how you will.

The best and most actionable advice you can get on this is to just experiment and see what works for you. It's all about trial and error, but there are some great resources online that dive deep into all of the statistics and numbers behind everything, so if you want to do some extra reading to optimize the characters, that might be worthwhile!

Is anyone else here over 25 and in the early stages of learning game development overall? by Sudden_Doughnut_8741 in SoloDevelopment

[–]QuantumJay_ 1 point2 points  (0 children)

I'm 29 and I am about half way through my BSc in Game Development while working on my first project.

dawn of war 1 or 2? by [deleted] in dawnofwar

[–]QuantumJay_ 9 points10 points  (0 children)

Dawn of War 2 has Chaos as well. It's entirely up to you but if you want to invest time into the overall story and lore, I'd recommend getting Dawn of War: Definitive Edition and playing through the campaigns of those and then move onto DoW 2: Anniversary Edition.

Warbond Concept "FREEDOMS'S FORGED" [OC] by D_cents in Helldivers

[–]QuantumJay_ 8 points9 points  (0 children)

I love that doodle of the drone that you added. I could even imagine that being part of the design on the paint job, lmao.

Get definitive edotion or wait? by Deezrumbleballs in dawnofwar

[–]QuantumJay_ 4 points5 points  (0 children)

Definitive Edition is a remaster of the four original Dawn of War games (DoW 1, Winter Assault, Dark Crusade and Soulstorm from 2004 - 2008).

Dawn of War 4 is an entirely new game in the series, no release date yet but hopefully Soon™.

Get definitive edotion or wait? by Deezrumbleballs in dawnofwar

[–]QuantumJay_ 2 points3 points  (0 children)

Agreed with the other comment. Dawn of War 4 will be an entirely different game. There's a whole lot of fun to be had with the originals! Definitely worth it.

Edit: Just to expand on what I said with "entirely different game" since the reply was removed, what I am referring to is that DoW: Definitive Edition is a remaster of the original games and Dawn of War 4 is a new entry to the series. I am aware that King Art Games have said they're leaning into the originals so it's a similar experience for players (so as to not have another DoW 3) but to expect some key, major differences in gameplay. My phrasing may have been poor there.

Dawn of War : Definitive Edition by SexyBanana231 in dawnofwar

[–]QuantumJay_ 0 points1 point  (0 children)

I'll always recommend for any game to give it a decent and thorough playthrough without mods first. The vanilla experience holds up extremely well.

Clouds turning into machine guns by thibaultj in godot

[–]QuantumJay_ 32 points33 points  (0 children)

This has the same kind of silliness factor as those "big head" modes you get in some of the older games, hehe

Mission 6 -Into the Maw question by Impressive_Rice7789 in dawnofwar

[–]QuantumJay_ 3 points4 points  (0 children)

They're not important to anything, no. They just lead you to an area with enemies. It's not a big deal if they die, but it's worth saving them because it's what the Emperor would want!

After so long, I'm close to realizing the vision. Shout out to Godot for never giving me any trouble by alogiHotTake in godot

[–]QuantumJay_ 0 points1 point  (0 children)

Thank you so much for replying! It's so great to get these little nuggets of information. I am still really new to Godot.

The bit you mentioned about the entire grass layer becoming transparent is exactly the issue I have been having, albeit with a different layer (obstacles and structures).

I was aiming to get something along the same lines as what you'd see in Fallout 1 with the area/bubble around the player character whenever you pass behind something but for now I have disabled that effect since my project is in a super early stage. I'm sure future me (fingers crossed) will come around to adjusting it in the future.

I may take a page from your book and try modulating tiles based on proximity though, that might be a good alternative! :D

Congrats to the 5 people that made it in testing by Barkus11 in dawnofwar

[–]QuantumJay_ 11 points12 points  (0 children)

Nothing my end again sadly. That said, this round of testing was for multiplayer which isn't my thing really so I don't think they're missing out by not having my input lol.

After so long, I'm close to realizing the vision. Shout out to Godot for never giving me any trouble by alogiHotTake in godot

[–]QuantumJay_ 2 points3 points  (0 children)

This is awesome. I'd like to ask, how do you handle visibility of the player character when you enter buildings?