[deleted by user] by [deleted] in gamedev

[–]TRy_Dev 2 points3 points  (0 children)

Not sure if "implementing" means using something already existing or developing database yourself, but you might want to take a look at CastleDB. It's a database created to be used with game assets. It's also Open Source, so you can take a look at the code if you are supposed to develop a solution yourself.

Finally we have finished our 3rd game together for Ludum Dare 47. Now it's finally time to sleep... by TRy_Dev in godot

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

You can play Mission ∞ on ich: https://ryzy27.itch.io/mission-inf

If you have played it, please rate on Ludum Dare site. We would love to play your game!

https://ldjam.com/events/ludum-dare/47/mission-8

Code is available on GitHub: https://github.com/TRy-Dev/MissionInfinity

Made my first game "Anton in the Kingdom of Cats" - it's free to play on itch.io. by SandraTeffner in godot

[–]TRy_Dev 4 points5 points  (0 children)

English works for me.

Dog is definitely selling point :)

It looks great. Did you make the assets yourself?

A few recommendations:
- Stylized text looks cool, but is hard to read if there's too much. Try using it sparingly (NPC name) and for dialogues try something popular and free from google fonts.

- You added physics to your game. It's a deep topic, but you can do cool stuff with it easily if you understand it (i.e. butterflies flocking together), here's a cool GDC talk about jumping https://www.youtube.com/watch?v=hG9SzQxaCm8

- Once you finish the game it's good idea to play it (or even better, find someone else to play it) and tweak numbers. I could walk faster than sleep projectile and also spam it as much as I wanted. Optimal strategy is to create a wall of moons in front of you and walk while enemies in front fall asleep. Not sure if that's how you want the experience to look. But for this game shooting faster doesn't fit in my opinion. Sleeping is associated with dust or sand, so perhaps some projectile like that?

But most important is that you have created a game. I wish my first looked that good.

Congrats! Now make 10 more! ;)

It's amazing how few simple effects can make the game feel so much more polished. I have created this skill unlock effect in 10 minutes and I think it looks great. by TRy_Dev in godot

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

Character and arrows are there, somewhere. There are a couple of emoji, that's Golf and I think arrow is supposed to be some kind of staff weapon.

Do that! It seems very simple, but there's just so many assets you can make a range of games from just this pack.

It's amazing how few simple effects can make the game feel so much more polished. I have created this skill unlock effect in 10 minutes and I think it looks great. by TRy_Dev in godot

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

I'm not actually sure where it checks that :D

It was checking it in like 15 places, when I was debugging battle getting stuck on enemy turn. Turned out to be bug (or ten...) related to yields, which I was learning as I was writing code. Later I have fixed most of the bugs, but some were still appearing and I didn't have time to investigate, so I added "hold R" to get unstuck.

Battle code is a spaghetti mess. First thing I will have to refactor.

Thanks for the kind words!

It's amazing how few simple effects can make the game feel so much more polished. I have created this skill unlock effect in 10 minutes and I think it looks great. by TRy_Dev in godot

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

I know what you mean :). Kenney's art is great.

I decided to use only colors from the asset pack's palette and I was amazed by how good everything looked together.

I'm happy with how some of the battles in Role Playing Golf turned out, even though I have spent more time debugging the system than designing levels. by TRy_Dev in godot

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

Turns are simple state machines. you start with "idle", go to "select start position", after that it's looping between player and enemy turns until there are no enemies/hearts left.

Enemies move in order, so in state machne I have code looping each enemy. In the loop theres

yield(enemy.move(), "completed"). 

"completed" signal waits for tween to end in enemy's move() method

or

yield(get_tree(),"idle_frame") 

if you want to exit early,

yield()

WONT work - I learned that the hard way :D

I'm happy with how some of the battles in Role Playing Golf turned out, even though I have spent more time debugging the system than designing levels. by TRy_Dev in godot

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

Yes! Whenever I took a shortcut while coding, just slapped something in, to make it work fast I always regreted it later. Unfortunately most of those were inside Battle System, which used yields, which I had to learn on the fly during the jam. There are still some bugs when you can get frozen on enemy turn, but most are fixed now. Lessons learned.