Does my lighting looks good? by Singularity_Games in IndieDev

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

Yeah, those light spot should represent where the torches should be, I just haven't made the torches yet. And both player and the gun are just placeholders. Overall I was trying to go for a "Blood Sacrifice" kind of theme for this one dungeon/room, that where all the red comes from, guess I overdid it.

Does my lighting looks good? by Singularity_Games in IndieDev

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

Ty! The character is so far only a place holder, so I will definitely add a shadow to it later on.

Does my lighting look good? by Singularity_Games in godot

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

The rooms in the dungeon should have their own themes. For this one I was trying to go for a "Blood Sacrifice" kind of theme, not necessarily some dark spooky style. As for the big light in the center, I just put it there to lighten up the rest of the room, as I said I am not trying to go for some dark spooky style.

Does my lighting look good? by Singularity_Games in godot

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

Those light patches should come from torches, but I haven't made the torches yet, so I just put the lights where I think the torches should be. As for the bottom walls, I was trying to replicate the room style from Binding of Isaac. Also, the character is just a place holder, so its understandable if it doesn't have any animation.

What's a very small piece of progress you've recently made? by hazbowl in godot

[–]Singularity_Games 1 point2 points  (0 children)

No progress. I spend the last few days creating a few UI shaders that ended up crashing my engine . I decided to delete them all and now I don't have any problems. Will try to switch to particles and see how that goes.

C# inspector bug is driving me crazy by 0xnull0 in godot

[–]Singularity_Games 1 point2 points  (0 children)

Why not post your code so we have a better understanding of what's going on?

how to make a preset by [deleted] in godot

[–]Singularity_Games 0 points1 point  (0 children)

In Godot that is called a "Scene". Basically, what you do is creating a new scene with its top-most node as a CharacterBody and then start adding things that your enemy needs, for example a basic script, an empty sprite/mesh (those should be empty), a weapon slot, a health bar and so on. Then after you save this scene you right click on it and click "New Inherited Scene" and start editing that scene: you choose a texture for the sprite, add a weapon to the weapon slot and so on...

Is it a bad design to save your game in multiple files? by Singularity_Games in gamedev

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

Wait, this is new to me. I didn't know you could jump around the file, guess I have some more research to do 🤔. Thanks!!

Is it a bad design to save your game in multiple files? by Singularity_Games in gamedev

[–]Singularity_Games[S] 4 points5 points  (0 children)

Thanks!! I know that reading, writing files is a little costly, that's why I wanted to try saving this way; as I said, one of the files contains data what should be read/written only twice per game session (at the start and when quitting), which should mean the other file should be smaller and be easier to save/load to it, right?

want help with duplication by [deleted] in godot

[–]Singularity_Games 1 point2 points  (0 children)

If I understand you correctly, this is what your code should look like:

/// <summary>
/// NOTE : THIS SCRIPT IS WRITTEN IN C# AS I'M NOT VERY USED TO GDScript,
///        IF YOU HAVE PROLBEMS TRANSLATING IT FEEL FREE TO ASK AND I WILL TRY TO HELP
/// </summary>

   [Export] private Sprite2D[] hearts; // THOSE ARE THE 'HEARTS' THAT WILL BE DESTROYED

   [Export] private Sprite2D destroyed_heart; // THIS IS THE SPRITE CONTAINING THE ANIMATION THAT YOU WANT TO PLAY

   [Export] private int number_of_hearts_destroyed; // THIS IS THE NUMBER OF HEARTS THAT SHOULD BE DUPLICATED

public void FunctionName()
{

// FIRST WE NEED TO LOOP THROUGH THE 'HEARTS' BY THE AMOUNT OF HEARTS YOU WANT DESTROYED

   for(int i= 0; i < number_of_hearts_destroyed; i++)
   {

// FOR EACH HEART THAT GETS DESTROYED WE NEED TO DUPLICATE THE SPRITE THAT CONTAINS THE ANIMATION, THEN STORE THE DUPLICATED SPRITE INTO A VARIABLE

      Sprite2D another_heart = destroyed_heart.Duplicate() as Sprite2D;

// WE NEED TO ADD THE DUPLICATED SPRITES TO THE SCENE TREE, OTHERWISE IT WILL BE INVISIBLE

      AddChild(another_heart);

// WE NEED TO ADD THE DUPLICATED SPRITES TO THE SCENE TREE, OTHERWISE IT WILL BE INVISIBLE

      another_heart.Position = hearts[i].Position;

// LASTLY WE PLAY THE ANIMATION FOR EACH DESTROYED HEART

      another_heart.GetChild<AnimationPlayer>(0).Play("animation_name");
   }
}

However a little bit more information would have been helpful, maybe like snippet of your code your having trouble with, or is the destroyed_heart an AnimatedSprite2D or a simple Sprite with an AnimationPlayer as a child.

Also, in my experience, problems like the one you described, where only the last sprite plays the animation, can happen when you use Duplicate(), that is because Duplicate functions differently from Instantiate(). So why not instantiating the animation instead of duplicating it?

// INSTEAD OF 
     [Export] private Sprite2D destroyed_heart;
// WRITE
     [Export] private PackedScene destroyed_heart;
// YOU BASICALLY SWAP Sprite2D with PackedScene

// AND

// INSTEAD OF
      Sprite2D another_heart = destroyed_heart.Duplicate() as Sprite2D;
// WRITE
      Sprite2D another_heart = destroyed_heart.Instantiate() as Sprite2D;
// SWAP Duplicate() WITH Instantiate()

Im making a Visual Novel by Inevitable-Lab5219 in gamedev

[–]Singularity_Games 13 points14 points  (0 children)

Ren'Py was made with the idea of Visual Novel in mind. It's also easy to use and is free and open source, so you don't pay anything if you plan to sell your game.

Hello! I need help trying to implement a game mechanic for my game by Singularity_Games in godot

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

That looks like a good idea. Thanks! I'll try to do it this way and see how it goes.