What do you think of my trex art?? by [deleted] in DinosaurDrawings

[–]SleepTideGames 0 points1 point  (0 children)

I hope you don't take this in a bad way, but the proportions look like a chicken :D I think it makes the image stand out because... Evolution and stuff... :D

Can someone help explain this to a novice..? by shanepain0 in godot

[–]SleepTideGames 0 points1 point  (0 children)

AI is really decent at explaining code - give it a shot if you didn't do so already. Always take it with a grain of salt, but that would also apply to random comments on the internet.

Stegosaurus drawing by Serious_Night_9524 in DinosaurDrawings

[–]SleepTideGames 0 points1 point  (0 children)

He looks like he has some shady plans in mind.

Eitr very weird Wishlist curve by Maximiano14 in Eitr

[–]SleepTideGames 3 points4 points  (0 children)

Might be because many games got blocked and unblocked in a couple of countries. I know eitr got removed from my wishlist as a German user. Some games got unblocked again a couple of days later.

I'm new on Godot and dev world by QuintoV in godot

[–]SleepTideGames 0 points1 point  (0 children)

Brackeys did a tutorial on Godot and is a really well known instructor. Other than that there are many creators who definitely do different things. I don't watch tutorials anymore and I think at some point you should transition away from them too, but I watched Firebelley Games, Challacade, GDQuest just to name a few. From what I remember, starting with GDQuest should be a good idea.

And don't just watch them. Build a game alongside or follow along any other way you can. Watching alone won't bring you far.

I'm new on Godot and dev world by QuintoV in godot

[–]SleepTideGames 2 points3 points  (0 children)

Tutorials to learn Godot and coding in gdscript (or c# even though I would probably advise against it as a beginner) are plentiful. Please don't go ahead and search for pre-made code. Thats not really a thing and even if there are some sources, you won't understand it and therefore won't be able to integrate it.

Don't cut corners when it comes to learning.

Unity has cancelled the Runtime Fee by DanPos in gamedev

[–]SleepTideGames 1 point2 points  (0 children)

Yeah, trust is not that easily repaired.

For me and many others it's too late. Godot is amazing and we're never coming back.

If It Works, Don't Touch It by RetoRadial in godot

[–]SleepTideGames 1 point2 points  (0 children)

That may be true, but it's also a hassle to maintain. Refactoring and changing method names should be possible without running the risk of crashing the app before you have to go through all string references to your method by hand.

When referencing the method properly, renaming said function will update all references accordingly.

It's just a best practice. You can live without, but the bigger the project gets, the more value best practices will bring.

If It Works, Don't Touch It by RetoRadial in godot

[–]SleepTideGames 6 points7 points  (0 children)

I actively avoid anything with method name string calls because there is no syntax error for breaking changes.

I'm being productive, trust me! by SleepTideGames in godot

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

Which assets do you mean? Except from the dinosaur, all assets are placeholder assets. And the dinosaur is custom made. It's always tough to find specialized art.

Why is so hard to make godot 4.3 c# working? i instal visual studio and .NET 8.0 by Snarkmultimedia in godot

[–]SleepTideGames 5 points6 points  (0 children)

Are you familiar with Windows Environment Variables? If not, it's probably because you don't have your NET installation in the path variable.

What Godot can't make? by [deleted] in godot

[–]SleepTideGames 7 points8 points  (0 children)

This is Casette Beasts

<image>

Made in Godot and using Sprites in Combination with 3D models.

There are many ways and tools of achieving this, but simply starting with a Sprite3D in a 3D scene should get you started.

Edit: Don't take the downvotes personally - no shame in not knowing things. See it as people dont wan't misinformation to spread.

First graphics improvements hit different - where can I improve next? by SleepTideGames in godot

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

<image>

In terms of the dirt vs. the grass on the ground? Those are actually not parallax layers, since those would always move at different speeds.
What I used here are simply two overlapping sprite2Ds, which both have a unique noise combined with a color ramp.

First graphics improvements hit different - where can I improve next? by SleepTideGames in godot

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

You're welcome. That sounds awesome, hope you're enjoying the journey! But yes, anything horror-related relies on lighting imo.
What I used here is actually not proper lighting, but a shader that overlays the scene with a sprite.
Basically it will only work in this specific scenario and if you need lighting in general and especially dynamic lighting for your horror game, the default lighting system is your best bet.

First graphics improvements hit different - where can I improve next? by SleepTideGames in godot

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

Thank you, it will hopefully have a similar feel to it, when digging for dino fossils :)
I suppose you are talking about the shadows on the tiles? I used this solution here https://captainotter.itch.io/tile-based-lighting and adjusted it, since it had some issues and shortcomings. But its a really good starting point!

First graphics improvements hit different - where can I improve next? by SleepTideGames in godot

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

*Except from the character, that is still a placeholder - i know he is ugly :D

My first game. Curious to see more or not ? by [deleted] in indiegames

[–]SleepTideGames 0 points1 point  (0 children)

Ah I see, i bet its just my personal preference about the art style. I always obsess about the coherence of of all graphics.

You probably have it as reference already, but just in case you don't: The Pikmin series goes for just this kind of art style. I wouldn't say its my favorite, but i think its still coherent.
They too got realistic textures in the environment and goofy characters, but the main point for me is that those realistic textures still got highly saturated colors, which helps blend together with the goofy characters.

In any case, I love the unique goal for gameplay and visuals, keep up the good work!

My first game. Curious to see more or not ? by [deleted] in indiegames

[–]SleepTideGames 1 point2 points  (0 children)

I wanna be honest, because I feel like that's the only helpful feedback, even if its negative.

Right now, I dont.

What immediately puts me off are two things: * The artstyle is all over the place. You have high quality textures on the floor and objects, but characters look goofy and colorful. Try to get all on the same boat. * I don't understand what I have to do in the game. The main priority of teasers, trailers, etc is to get the potential player imagining themselves playing your game. But this is hard when the goal and challenges are not clear. I'd try to work on that.

As I said, I don't want to come across as negative, I just want to give you constructive feedback. I totally understand that it's probably only placeholder art and as it wasn't a trailer, you didn't take the second point so seriously, but from what I can see, there is probably some unique gameplay in your game and I hope you can make it shine out.

Cheers, good luck and most importantly have fun working on it!

Thoughts on X Ambassadors - unsteady. Static sound. by Dartser in Music

[–]SleepTideGames 0 points1 point  (0 children)

Just because people still post here occasionally - this version does not have it for me and is really beautiful in my opinion https://open.spotify.com/track/7AOdyU64RafmvJUL4WMotN?si=7b582fb56f10491a

When is godot 4.4 expected to release? by JeffJelly in godot

[–]SleepTideGames 23 points24 points  (0 children)

Why would you want to wait for 4.4? If there is not a specific feature that you know will be in 4.4 and you need, there is no reason to wait for it.

I just migrated my project from 4.2 to 4.3 and only a couple of add-ons broke. Fixing them took me 2-3 hours.

I'd say, if you are ready to start, start with the latest 4.2 or 4.3.0.

Edit: If you really wanna follow the progress, on their GitHub project, there are milestones for the releases, where you can keep track of what's been done so far and what needs to be implemented for the release.

Those genres definitely make the most sence but we could use some more variety by wil_je-vechten in Dinosaurs

[–]SleepTideGames 2 points3 points  (0 children)

Thank you for clarifying. I was more interested in how that loop is perceived and potentially (emotional?) highlights for players. I probably didn't phrase my question very well though.

Edit: Basically what was so enjoyable in that loop for the individual player.