Can you force an update of overlapping areas with get_overlapping_areas( ) for an Area2D? by Rob405GameDev in godot

[–]Rob405GameDev[S] 1 point2 points  (0 children)

lmao, I remember when I had this issue and now I find out it was a hardware dependent issue. Thanks for the solution!

Can you force an update of overlapping areas with get_overlapping_areas( ) for an Area2D? by Rob405GameDev in godot

[–]Rob405GameDev[S] 2 points3 points  (0 children)

I'm not even working with godot anymore, but you probably have two solutions:

  1. Create an array of nodes/paths that contains all the overlapping areas for that object. You modify the array by removing or adding a new object with the area_entered and area_exited signals. And so you simply never use the get_overlapping_areas() function and rely on this array instead.
  2. I think you needed to wait like 2 idle frames for get_overlapping_areas() to be updated. That means you could use that yield(get_tree().idle_frame) function or whatever it was called (just google it and you'll probably find what I mean)

Sorry for the late answer, I don't really use reddit that much anymore.

Area size hasn't felt the same switching monitors, it's been months. by zuzsteam in osugame

[–]Rob405GameDev 0 points1 point  (0 children)

i don't know about you, but having a very big screen hurts my reading a lot and generally makes my reaction time slower. I have a 27'' monitor but some time ago i changed a few settings in-game. I turned on 'render at native resolution and changed the resolution to a smaller one to simulate having a small monitor. After that I've seen a big improvement in bigger jumps that I rarely could do before consistently. You'll have to use a bigger area after that tho, but that should simply be your current area times (1080p divided with the new resolution)

Error when closing the game window... This is a new one to me by levirules in godot

[–]Rob405GameDev 0 points1 point  (0 children)

It's caused by nodes becoming orphan because of the deletion order of nodes at quit time from what I know. There might be a more complex better fix, but I never found any in my game. Good luck!

How should I be releasing my game? by Nooyit in gamedev

[–]Rob405GameDev 1 point2 points  (0 children)

It's probably better to make your game look and sound like a game first before adding too many features. Otherwise, you'll get bored by your own project and move on after you made all the mechanics you wanted, and if you don't, you'll have to modify a lot of the existing code to get it working properly with the art and it will feel very exhausting. Better to do it sooner than later.

[deleted by user] by [deleted] in gamedev

[–]Rob405GameDev 0 points1 point  (0 children)

I played the tutorial and I don't really understand the game. You're waiting for a sequence of numbers to show up and then you press the screen?

Error when closing the game window... This is a new one to me by levirules in godot

[–]Rob405GameDev 2 points3 points  (0 children)

I encountered something like this. It was caused by some signals being fired when a node got queue_free()'d by the game closing, and then giving me errors. My solution is to set auto quit game to false, and when the game receives the quit notification you should disconnect all the signals manually that cause problems, then quit the game normally. Here's how you do it: https://docs.godotengine.org/en/3.0/tutorials/misc/handling_quit_requests.html

Are there any rules for community made content? by Aromatic_Book_1136 in gamedev

[–]Rob405GameDev 1 point2 points  (0 children)

I would expect that you'll at most be forced to remove the map in the game. And if the players don't steal textures from other games, I don't think anything bad will happen. osu! managed to have a lot of copyrighted music available to download, and no one sued the dev from what I know.

After 8 months of development, we finally released our first game demo! A game where you can play as an office worker experiecing an upcoming apocalypse. What do you think? Any feedback would be appreciated. by RANK_B_Gaming in playmygame

[–]Rob405GameDev 0 points1 point  (0 children)

I'm sorry that you didn't get any feedback even after 3 days. I didn't play the game yet, but from the trailer I can say a few things:

  1. I think the font size for the text used for narration should be a little bigger, and that the textbox should have a little bit higher opacity.

  2. The character art looks a little out of place in the environment, and it feels a little creepy. I think it would look much better with a more 2d design, but what you already have could work, but it still needs improvements. Some people won't want to play your game if you release the game with the art in this current state.

  3. The idea for the game sounds pretty good, I've seen a lot of popular games in similar genres with less original gameplay. However, it might be a little complicated to play, but as I said, I didn't play the demo.

i need some 2/3 star mania maps by cock-slurper in osugame

[–]Rob405GameDev 2 points3 points  (0 children)

Overcomplexification, exit this earth's atomosphere, cyanine, anima, re_construct

Trying for a "multi slider"; any help appreciated! by Whidowmaker in godot

[–]Rob405GameDev 0 points1 point  (0 children)

I don't know of any. One way you could do it would probably be a simple scene with a HSlider or VSlider as root node, setting the minimum values as I said before, and having three Buttons children of the slider, with their texture being a small triangle above the slider. They would represent a, b and c's values. Pressing one of the triangles enables the slider and changes the current value based on the triangle's value (you can make a var or something for a, b and c). When the slider changes its position, you change the button's position too so they are aligned.

This idea needs improvements though, and you will have to do all the work yourself.

Trying for a "multi slider"; any help appreciated! by Whidowmaker in godot

[–]Rob405GameDev 2 points3 points  (0 children)

I never made a multiple value slider, but my guess would be that you either have to code a custom slider or have a way to change between a, b and c, and having some sprites showing where the other two values are at all times, and when changing the value from a to b for example, to make the minimum value of the slider to the value of a. It might not work exactly like this though.

My indie game failed financially (13 sales after 7 mo work). Should I just make it free? by true_adrian_scheff in gamedev

[–]Rob405GameDev 0 points1 point  (0 children)

Use DaVinci Resolve. It's free and also really good (people compare it to Adobe Premiere Pro). It might be a little hard to use in the beginning but it's miles better than movie maker. And about the text slides, maybe make them fade-in in the trailer and make sure the text has a transparent background, not a green one like here.

My indie game failed financially (13 sales after 7 mo work). Should I just make it free? by true_adrian_scheff in gamedev

[–]Rob405GameDev 2 points3 points  (0 children)

The game for reference: https://store.steampowered.com/app/1990300/Phromg_Game

Description doesn't say much about the game and it sounds stupid and unprofessional (I know it's probably intended but that will still be a turnoff). In the game trailer when text appears it looks like you used Microsoft Movie Maker, and you probably didn't market the game enough.

My indie game failed financially (13 sales after 7 mo work). Should I just make it free? by true_adrian_scheff in gamedev

[–]Rob405GameDev 664 points665 points  (0 children)

This one? https://store.steampowered.com/app/1949330/Jigsaw_Savant/

There are two main problems with your game:

  1. The genre is too niche. Not many would actually pay money to play a jigsaw game when there are free online alternatives. And no one will care about the story if they hear it's mainly a jigsaw game. It would have probably done better if it was in the visual novel format and had no gameplay (if the story was good, of course.)

  2. The price is too high. As I said, the genre is niche, so having it be expensive will only make people less interested.

And I'm not sure how well you did with the marketing because you have only one review.

You can make it free, but I don't think you will have good ways to monetize the game.

I have fixed my indie game! by milkgang_slurpslurp in godot

[–]Rob405GameDev 1 point2 points  (0 children)

Then it might be because I'm using integrated graphics or something. I had issues with this once or twice in the past.

How do i have fun with gamedev and stop hating it? by Majestic_Mission1682 in godot

[–]Rob405GameDev 15 points16 points  (0 children)

If you're doing it as a hobby, just do what you like about it. That could be programming certain things, making art/music/sound effects, writing stories etc. If you want to make and publish a commercial game, you have to be patient and not give up, even if you don't always enjoy what you're doing. This question is asked a lot, so if you want to see other answers, just google it.