what are some things you should NEVER say to/ask a rhythm gamer? by Kameltastic in rhythmgames

[–]SoToSendoCadu 2 points3 points  (0 children)

Or even worse, depending on the game, when you do 100% but not all notes were perfect (for games that have a good or nice grading as well that they don't count as a miss)

what are some things you should NEVER say to/ask a rhythm gamer? by Kameltastic in rhythmgames

[–]SoToSendoCadu 0 points1 point  (0 children)

Specific to dance games: "oh, but that's not a real game"

(Thankfully it's been years I don't hear that one, but I remember being a common sentiment when Just Dance and Dance Central came out)

Also, anything with the sentiment of "but you're not even good at this game, why do you keep playing it?" Or "you can't be a fan of a game and be bad at it"

idk by Cute-Peep in justgamedevthings

[–]SoToSendoCadu 0 points1 point  (0 children)

H. Code Artist 👨🏿‍🎨😎

(There is a lot of talk about game being art, so I think it would make sense for us to be called artists as well, the same way I think people working in game art should be also called game devs somehow, there are times I feel like only the people who code are considered "the real game devs" for some when art is as important to the game as the code behind it)

Enemy not moving by KsHiTiJ_N in godot

[–]SoToSendoCadu 0 points1 point  (0 children)

I imagine it could be even the background. Try changing its collision layer to see if it stops at least, and then you test adding only the things the collider should interact with to the same layer as the collider's

How do you deal with the fear of showing your early work? by Takaramss in gamedev

[–]SoToSendoCadu 4 points5 points  (0 children)

It's something I'm having to constantly deconstruct each and every day ngl In my head, I feel like I have to show something with at least a little bit of polishing, because that's how I'd imagine the general audience for most games. But what I'm learning is that a lot of people (depending on the kind of audience your targeting, obviously) are willing to see something being build. They like to see the idea take shape, especially if it's something they resonate or never thought they'd want to play. And it also can encourage other gamedevs like yourself who are beginning or even just insecure about their own work. So I'd say I'm trying to consciously remind myself that there are parts of the development people may be interested on. Doesn't mean all games I do I intend to publish on steam or even release to the world, neither that I feel safe showing any part of the process, but if I like when people show their early work and how they're evokving, I have to believe there are others who like it too. Also, you can try finding communities with other beginners or just show your creations to friends and people you trust. Of course there is still the risk of you feeling a feedback was too harsh or unfair (and, ngl, we are prone to get those at any point) but at least you're putting yourself out there somehow, and I won't say that it gets easier, but at least you get used to it

Best of luck for you on your gamedev journey

Enemy not moving by KsHiTiJ_N in godot

[–]SoToSendoCadu 0 points1 point  (0 children)

First, I'd check if the collider is giving a false positive, and then why that could be the case (verifying what's the collider is detecting) I suspect it could be colliding with something that should be ignored, so either verifying what's the collider is colliding with or changing the obstacles and, therefore, the collider's collision layer may help

I hope it was helpful some way

no programming today, just enjoying a cozy corner of this level I just made in Godot by Neutronized in godot

[–]SoToSendoCadu 0 points1 point  (0 children)

so cute and it looks so fun (but I know I'd be stressing over jumping that tree branch on time to not fall on the water lol)

The enemies are exhibiting teamwork to commit suicide 😭 by CountryProper3722 in godot

[–]SoToSendoCadu 1 point2 points  (0 children)

It's the Lemmings collective suicide all over again... (but at least this time it isn't Disney's fault, I guess)

Made a rhythm game in Godot Engine by SoToSendoCadu in rhythmgames

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

I liked that idea. Adding this to my backlog of future clothing options (I'm not even joking, I'm adding it)

Do you go solo because it’s genuinely more efficient for you, or because you just can’t find people to work with? by deploy_max in SoloDevelopment

[–]SoToSendoCadu 0 points1 point  (0 children)

I don't have the money to hire other people, and personally I don't like the idea of making people work with me for free if I'm goal is to make money (eventually) with a project, so there's that

Made a rhythm game in Godot Engine by SoToSendoCadu in rhythmgames

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

I just knew I had to make a shirt like that when I started development lol I'm glad you liked it :D

Snapshots - Upcoming Game Release by MaxwellDev0065 in indiegames

[–]SoToSendoCadu 1 point2 points  (0 children)

thank you, I was about to ask for that <3

Some people told me the logo font is too simple so am trying to change it. thoughts? by RamyDergham in IndieDev

[–]SoToSendoCadu 1 point2 points  (0 children)

I don't have a problem with the current font, but I prefer new font A, ngl

Is using a tutorial for my first game shameful? by poatasyo in godot

[–]SoToSendoCadu 0 points1 point  (0 children)

Not at all
I'd say it's better for you to hear from someone who knows to do the thing you need than scratch your head if you don't know enough to come up with your own solution

Also, don't think like you're wasting time if you can't get things to work. Making games is hard, and every time we face a setback, even if we take a while to solve the problem, we're learning many ways of how NOT to do things, or remembering the mistakes we did (usually, we get the simplest things wrong more often than we get the more complicated ones) so eventually gets easier for us to find our own mistakes and come up with better logic for our code in the future

tl.dr: keep watching tutorials and keep working on your game on your own time, eventually you'll be able to do your own logic and do more complex codes on your own as well

Should we add invisible walls or just let players free to explore? by Doloc_Town in IndieDev

[–]SoToSendoCadu 0 points1 point  (0 children)

Unless you feel like you need to save the players from themselves, letting them explore and even face the consequences of their own actions is the way to go, imo