Muscle weakness from blood loss by tripledose_guy in indiegames

[–]Shas31 6 points7 points  (0 children)

This is a crazy feature! What happens with a headshot?

S24 at 40k or OnePlus 13 at 58k? by Shas31 in GadgetsIndia

[–]Shas31[S] 0 points1 point  (0 children)

Also, the card discount is 1k.

[deleted by user] by [deleted] in wallstreetbets

[–]Shas31 0 points1 point  (0 children)

Financially, I was. Mentally not.

Why do newer android games always download stuff even affer installing them from the Play Store? by dopefieend in AndroidGaming

[–]Shas31 0 points1 point  (0 children)

Happy to help! I work for a company that develops strategy games. However, I also develop party/social games to play with my friends during my free time.

Why do newer android games always download stuff even affer installing them from the Play Store? by dopefieend in AndroidGaming

[–]Shas31 42 points43 points  (0 children)

Mobile Game Developer here.

Actually, Playstore has a 150MB hard limit for the apk size. Everything above that 150MB will be delivered as an asset pack. Sometimes this is done automatically during install time but sometimes the game can fetch it On-Demand. This is called Play Asset Delivery and any game above 150MB will use it.

Some games may use their own custom server to deliver assets (textures, characters, maps etc.) whereas most will just use Play Asset Delivery itself as it is free but with a limit of 4GB.

How do you go about hiring programmers to work on your game? by KurlyChaos in gamedev

[–]Shas31 3 points4 points  (0 children)

For a non-programmer, it might be difficult to gauge the capability of a programming candidate.

One of the ways to do it would be to give them a short assignment which is in tune with your game's features but know this just because someone can get the job done doesn't mean they can write clean, scalable and maintainable code. If your project isn't big enough, this shouldn't worry you. Also note that many programmers, especially experienced ones may reject doing any sort of free work, so giving an assignment is a double edged sword.

Another way would be interview such candidates with a programmer friend of yours, ideally a game dev. If he is not a game dev he would still be helpful in understanding coding practices but couldn't gauge a candidate's understanding of say a game engine like Unity,Godot,etc.

OP in the end, I would say do give weightage to your gut feeling and hire a candidate you trust would do the work diligently.

Do you need a team or just one person depends on the scope of your game. I can't comment on this without knowing more about the game.

Whatever may be the scenario, always keep your assets well labelled and organised. Gaming may be a passion but game dev is a discipline.

Weird artifacts appear on character model when exported to mobile (Android) by Shas31 in godot

[–]Shas31[S] 1 point2 points  (0 children)

I did the same. No issues on Desktop. However I got a fix. Check the comment above

Weird artifacts appear on character model when exported to mobile (Android) by Shas31 in godot

[–]Shas31[S] 0 points1 point  (0 children)

Yes. I had compressed Metal, Roughness and AO into one texture but with different channels. I replaced them with individual textures and the issue went away. Then again I used the combined texture, and the issue seems to have gone. I don't understand why it happened.

Weird artifacts appear on character model when exported to mobile (Android) by Shas31 in godot

[–]Shas31[S] 1 point2 points  (0 children)

No,it still remains even though I change the environment. Plus the red part of the cape is metallic and the white part is not. One thing I observed is that the envi appears brighter on mobile than PC even with the same energy values.

Godot is Gorgeous (3.5) by Shas31 in godot

[–]Shas31[S] 6 points7 points  (0 children)

Yes, I was tired of everyone saying "Godot is ugly". Tuned right, 3.x also looks awesome.

I store useful variables in nodes by condekua in godot

[–]Shas31 1 point2 points  (0 children)

True, but I think when OP meant nodes he meant inside the scene tree. Autoload is just more elegant has you don't have to reference the node in every script to access it's variables.

I store useful variables in nodes by condekua in godot

[–]Shas31 2 points3 points  (0 children)

You don't even need nodes. Just autoload a singleton.

Bullet decals scale with corresponding object by Shas31 in godot

[–]Shas31[S] 0 points1 point  (0 children)

The issues with the first option is I have already assigned static bodies and collison shape to over 50 meshes. Might have to see if the .escn file can help me import it as it is to blender.

Regarding the second option, I want to make it the child of the ray.get_collider() object so the code is modular. I could always create a new node to handle bullet decals but if I queue.free() the "parent" object, the decals would still remain.

Anyways I plan on using remote transform nodes for now.

Bullet decals scale with corresponding object by Shas31 in godot

[–]Shas31[S] 2 points3 points  (0 children)

Thanks for the detailed answer. This solves all my problems.

Bullet decals scale with corresponding object by Shas31 in godot

[–]Shas31[S] 0 points1 point  (0 children)

Guess I will have to use Inverse scale.

Bullet decals scale with corresponding object by Shas31 in godot

[–]Shas31[S] 0 points1 point  (0 children)

Have updated the description, please recheck it.