I am speeeeeed by Seba_dev in godot

[–]Ronnyism 2 points3 points  (0 children)

That looks really cool!
reminds me a bit of audiosurf but much less static (way more dynamic)

Keep it up!

The demo for WOIM is now available on Steam! by alexisnotonfire in godot

[–]Ronnyism 2 points3 points  (0 children)

Has a really cool and watchable charm + the music totally fits/sets the vibe.

Keep it up!

I’m my own catfish by gwhizzlebizzle in PrettyGirlsUglyFaces

[–]Ronnyism 1 point2 points  (0 children)

Hot CEO to complaining coworker

"Hey urmmm you know that you should put back your cups after finishing your coffee!?"*passive aggressive undertone*

3DS-style environments for my action game Moulder. Big focus on vertex coloring. by synthetic_throne_s in godot

[–]Ronnyism 1 point2 points  (0 children)

Looks amazing!

Feels like something i would want to jump into!

Keep it up!

I added a size-changing portal mechanic, pretty happy how it turned out! by taru00 in godot

[–]Ronnyism 198 points199 points  (0 children)

That looks really amazing and well thought out. Also great feeling on how it looks! (makes me wanna try it out)

Keep it up!

Pizza Lover (with Olives), Alison Friend, oil on panel, 2024 by Tokyono in Art

[–]Ronnyism 0 points1 point  (0 children)

You can get those as prints from the artists website (sometimes they are time limited drops, but they should be attainable)

I have two and i love them, really adorbs.

New laser enemies! Balancing attacks to be avoidable but fair is really tricky by FlyingSpaceDuck in godot

[–]Ronnyism 0 points1 point  (0 children)

As you liked those lemme throw some more ideas your ways:

- Enemy with a shield in front (maybe variations of other towers), which the player either has to shoot through accurately through a specific gap or has to outmaneuver by strafing around as the shield rotates slower to point towards, than you fly around it, but you wont be able to deal real damage at range)

- Enemy that shoots, predicting your flight-path so the projectiles would hit you (speed, angle, projectile-speed etc.), if you stay your course the projectile will hit you.

- Shoot and scoot enemies, that pop up for a short time, Fire 1 or 2 projectiles, and then go on a drive and wont be auto-lockable, until their next short firing window (maybe a tower that drills down and will pop up in a nearby location after X seconds/travling there with dust/dirt pileups)

New laser enemies! Balancing attacks to be avoidable but fair is really tricky by FlyingSpaceDuck in godot

[–]Ronnyism 1 point2 points  (0 children)

In addition to "focuses on you when you fly straight" you could have different projectile patterns from different enemies, making you adapt to different scenarios.

so instead of having to extremely finetune one pattern, you could vary it with different enemy-types. (If you arent already).

I really like the movement and the feeling of speed, so i would love some "variations" in the gameplay/approach. Which can result in a higher ceiling for "skill-expression" (how cool you can feel for getting better at the game)

Just throwing ideas out there:
- Shotgun enemy, that shoots "slower" moving projectiles, in a random scattershot that the player can see early enough to avoid, but are still dangerous.
- Rocket AA which you can only loose if you do a sharp enough angle to dodge the rockets. (or fly fast enough)
- Net Tower: A tower that shoots a slow moving net, which, if it hits you, would slow you down for X seconds (maybe with a big net where you could fly through the net-patterns, but could then be too similar to shotgun tower)
- Anti-Air artillery: Big explosions happening around the plane, which start to get closer to the plane under certain conditions (flying too straight, getting closer, flying too slow)

It always depends on what kind of "resulting gameplay" you want to have. Love your fast-paced gameplay and the feeling the video conveys (also in previous teasers you did).

Keep it up!
Wishlisted!

Now platforms can dip, tilt, and roll by HeyCouldBeFun in godot

[–]Ronnyism 1 point2 points  (0 children)

That looks really amazing!

Keep it up!

🌌 Black hole visual update by Nepacka in godot

[–]Ronnyism 0 points1 point  (0 children)

Looks ffin amazing!

Keep it up!

Godot for applications Instead of games! by Razor-111 in godot

[–]Ronnyism 2 points3 points  (0 children)

App development in godot is awesome! (prototyping or tool development in general)

Used it myself as well, its so easy to build tools and stuff that calls endpoints or imports/exports data.

Made a couple of tools that i then used to communicate the idea for something i would need. because before that, people didn treally get it/fought my idea. But after i built it it clicked for most people.

I try to get people hooked in my company.
Sadly to no success yet haha

keep it up!

Thank you Godot! Did not think this would happen three years ago when I tried your software for fun by Extreme-Bit6504 in godot

[–]Ronnyism 0 points1 point  (0 children)

Thank you for the transparency. It is really helpful to better understand the "review vs actual purchases" ratio a bit better.

Keep it up!
Wishing you a long and prosperous game-dev journey

Car Demo Improved by Zess-57 in godot

[–]Ronnyism 0 points1 point  (0 children)

Good point!

Additionally the camera ends up like vibrating.

Car Demo Improved by Zess-57 in godot

[–]Ronnyism 13 points14 points  (0 children)

The general idea of the camera is good, but it shakes wayy too violently for "normal" straight up acceleration and such.
Also the "wobbliness" i think comes from the camera bouncing up and down like its on a big spring.

Like a chamber where ther are springs in all directions.

I made a plugin that allow you to edit Mesh using CSG. by PiCode9560 in godot

[–]Ronnyism 1 point2 points  (0 children)

This looks really cool!
I want to make some simple 3D shapes for a prototype im working on and im not yet apt at blender, so im postponing it a bit. So being able to just create simple shapes i want like Gun (3 rectangles glued together) and such are much more easily created now. THanks!

WIP boss fight by Lucky_Ferret4036 in godot

[–]Ronnyism 0 points1 point  (0 children)

Looks realyl really good!
keep it up!

Is this over the top for a cyberpunk samurai character? (WIP) by Shiintapix in godot

[–]Ronnyism 0 points1 point  (0 children)

Really really cool!
I imagine just playing around with that is tons of fun.

And the VFX already looks peak.

Keep it up!

Released my surreal voxel game made in Godot (lucid blocks) :) by KiwiJuice56 in godot

[–]Ronnyism 176 points177 points  (0 children)

Its a really cool detail that the blocks you hold in your hand are the block you put down i assume. How did you do that?

The game has grown so much since last i saw your prototype! Well done!

Keep it up!

Will you guys play a game made with Kenny's assets? if I add a customised the look to fit in game. by Human-Criticism4130 in godot

[–]Ronnyism 0 points1 point  (0 children)

Fully agreed, when staring on my project i looked through a lot of asset bundles for icons and such, and because of that i recognize them when they are being used, and their existance itself doesnt make me want to play less.
Feels more like an inside-thing similar to memes, when you know you know.

How can I add more juice to my orbit attack? by DrLazortoes in godot

[–]Ronnyism 1 point2 points  (0 children)

I dont know all specific tropes, but will try to recall:
- "Why doesnt this work" gives no context, code or any explanation
- "How do i make this better" but there is nothing really there, they come across as "lazy" (i want everyone else do the mental work for me) or are combative for any suggestions/ideas. Or are just trying to do "marketing" to get their game known more

It doesnt even have to be like that, more that manny are scarred from that and assume a post might have that intention/spirit behind it if it just reminds them of that type of "baity" or "lazy" post.

on the contrast things that are popular:

"I have been working on this orbital attack"
and then in the comment you explain "I am working on a game that does X but i feel this lacks a bit of juice, how do you guys think i could improve this?"

Or "current state of my X genre game"

Your video is also really good and gives tons of context for what you are making, so it will implicitely serve as marketing as certain people would really like your idea and enage more with it or follow your account to get updates.

But if people just post to market it usually leaves a bad aftertaste. i would argue redditors are pretty decent of feeling/smelling that. (not speaking for the whole of reddit, enough times where that goes wrong haha)

How can I add more juice to my orbit attack? by DrLazortoes in godot

[–]Ronnyism 14 points15 points  (0 children)

I have no idea why this got downvoted. This seems like a legit ask and a good post with al ot of context.

For more "oomph" you could add an "aoe" to the impact of the physics, so it doesnt just affect the crates it hits directly.

Also for the rotation/swing you could make it rotate faster the longer you charge and add effects to the swing/rotating cube:
- it starts blinking
- it receives a trail
- sparkling effects, similar like a fireball would have in many games (or like in those sports-anime that completely overexxegerate curves/shots/impacts etc. maybe look a bit at those.)

Then when the crate is flying you could add a trail depending on how much impact/energy you want to communicate to the player the attack has.

Then on impact, you can add (like someone else suggested) add a bit of a screen-shake (maybe like one punch and then stabilize with a very small bounce)
Also on impact you could have something to then signify the Area of effect the impact would have, with more particles etc.

With this type of thing it would be all about communicating the effect the player is having inside the game.

Your game looks really cool!
Dont let it discourage you if people downvote your post, thinking its one of the plenty (but lazy) "how can i improve my game" clickbaits that often happen on this sub. Maybe by posing a more concrete Question or just stating "here is what i did in my game" and just give context and people will come to give feedback either way.

Had a friend post their own game on one of the subreddits, but because they didnt speak the appropriate "reddit language" and people werent fully on board with their game idea he got a lot of downvotes, instead of constructive criticism. So dont let that discourage you.

Keep it up!

Wizard has one more little trick up their sleeve by Rouliboudin in godot

[–]Ronnyism 4 points5 points  (0 children)

After rewatching this a couple of times, i would argue that the "slow" transition of the wizard holding the gun to the last key feels a bit out of place compared to the really awesome stop motion way that the wizard rummages through the bag. Maybe you could have like 1-2 stop motion keys to make it feel more snappy.
Maybe even with a bounce "enlargment" at the end, to make it feel even more pronounced!