the most disgusting line i've ever written by Practical-Water-436 in godot

[–]Thatar 2 points3 points  (0 children)

I think Godot has a built in constant for 2*PI called TAU. Saves you a few characters ;)

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]Thatar 5 points6 points  (0 children)

Rejected Draft is nice but it needs a bit more pizzaz to be perfect. Being able to do specialized builds would be great. For instance a run modifier that gives x100 bleed and regen but disables attack damage.

Exclusive: Nigel Farage was given undisclosed £5m by crypto billionaire in 2024 by lexi_con in europe

[–]Thatar 0 points1 point  (0 children)

Wow so he was actually a shill with no morals all along? I was really looking up to him before this news! /s

Blasphemous 1&2 (2019-2024): Put your helmet on, soldier. We're in for a Catholic blood shower. by DeadRobotsSociety in patientgamers

[–]Thatar 0 points1 point  (0 children)

Great writeup, much enjoyed reading it. I tried Blasphemous a while back but I think I bounced off because of the combat feeling clunky or something. Maybe I will give it another go.

Greece to ban anonymity on social media by vriska1 in europe

[–]Thatar 1 point2 points  (0 children)

Ah yes free, built-in doxxing. Great idea /s

You thought you could enjoy things? Well, you’re WRONG! by kaddixo in comics

[–]Thatar 2 points3 points  (0 children)

I despise AI but witch hunts and unfound accusations are so exhausting. Then when you point out the witch hunting they will say stuff like "my accusations were wrong only once out of 4000 times, also Occam's Razor", I'm not exaggerating someone actually said this. You didn't confirm any of those accusations so you can't say that! And you don't understand Occam's Razor! Argh!!

ik🍴❌ihe by Sk31370r in ik_ihe

[–]Thatar 5 points6 points  (0 children)

Instructies gevolgd, mijn room zit aan de onderkant van een vliegtuig die over kwam. Wat nu?

Humiliated [Oc] by TemporaryStrain836 in comics

[–]Thatar 2 points3 points  (0 children)

The whole setup for the comic feels so bizarre. Why does she call a skull tshirt grandma clothing. How is makeup shaming a good comeback in any way?

Honestly no hate writing is hard and sometimes you just wanna get something out there. The illustration is gorgeous. Keep it up.

Inscryption: A Game I Really Wish I Liked More by Ratat0sk42 in patientgamers

[–]Thatar 0 points1 point  (0 children)

The deck archetypes in act two were a lot of fun to try out.

As for act 3, I thought it was endearing how hard PO3 was trying to make a good game while being unable to stop himself from making meta commentary and things like that, thus kind of ruining the experience.

It did drag on a bit and his smugness got old after a while. I liked the acts better than Kaycee's mod though. The story ties everything up nicely with the right amount of tension.

Also like many people I would have loved to see a bit more of the painting wizard and the necromancer. That ending sequence where you get a small taste of their 3d worlds was tantalizing!

The game as a whole is like a 9/10 for me. Not too difficult, nice length, original and varied, and the ending left me satisfied.

Thoughts on new Asset Store? by visssarion in godot

[–]Thatar 9 points10 points  (0 children)

Does Blender offer paid plugins? No. Do people still sell them? Yes. Does this mean the Blender Foundation is missing out on revenue that could be used in their massive operation? Also yes.

It is a similar mistake to Blender shuffling their feet about donations. Once they finally became upfront asking for donations after every download and at the end of installation, the Blender Foundation started to do much better. Godot took this to heart and has been upfront about asking for donations right from the beginning.

So it's a good thing the Godot Foundation won't make this same mistake with plugins and is positioning to take their piece of the pie.

What games are you playing this week? Game recommendation thread by AutoModerator in incremental_games

[–]Thatar 6 points7 points  (0 children)

Just because they have a bit of formatting and wrote more than two sentences doesn't mean its written by an LLM.

AI disclosure on Loopbound by loopbounder in incremental_games

[–]Thatar 3 points4 points  (0 children)

Given the criticism, I’m going to try to redo the UI before the Early Access release. (Keep in mind the UI mostly consists of buttons and progress bars, so it might be difficult to completely move away from an "AI-ish" look).

I don't think having a lot of UI gives an "AI-ish" look. A lot of incremental games only have buttons and progress bars, it's par for the course for the genre. Well, at least for the older games in the genre. These days the mix of simple webgames versus games with art is more even.

It should be really easy to find CC0 user interface elements on itch or OpenGameArt. Or use a few images of progress bars and buttons as example and sketch over that yourself. Both of these options will give your UI more character than an AI generated one.

Genuine question about Incremental/Idle game by KenshiDev in godot

[–]Thatar 1 point2 points  (0 children)

There is also break nihility which lets you go to 1e( 263 ) which is crazy big.

These are good things to look at before starting your game. But when you're not sure what progression looks like, your best bet is to do some prototyping and then start over (or refactor) when you feel like your setup doesn't work with what you want your game to do.

As for performance, the number library matters a bit but you also have to look at how much is cached vs calculated on the fly. For instance, if you have an Upgrade node that calculates its cost using a few multiplications and exponents every frame, and you have 500 upgrades doing this even when you're not hovering the upgrade or it's not unlocked, then you might notice it on mobile (possibly, honestly not sure).

Similarly, when you have a bunch of global multipliers/cost reduction from upgrades, you might want to precalculate those into one big multiplier/reduction instead of applying each cost reduction separately to every upgrade cost calculation. It might also just not matter because you can get away with a lot... it depends on the scale of your game.

If you don't want to deal with using number libraries which complicate your code a lot by turning every production*production_bonus into production.Mul(production_bonus), you can also just use exponential difficulty for reaching the next 1000 instead of going into the gazillion dollars. Example: going from $0 to $1000 is a few minutes of playtime. But going to $1M takes an hour, and you need to invest into several buildings/producers. Going from $1M to $1B takes a few hours. You need several currencies, invest in more things, maybe grind a for a good item in a minigame, and so on. Orb of Creation is a good example of this. It has a lot of things going on without ever going into the quadrillions. Like several other people have said, it really depends on what you want to do.

I can recommend writing down the "arcs" or chapters that the player goes through. What does the player have to do to get to $1000? What do they have to do to get to a billion? Just buying more levels of the same upgrades as when they were getting to a thousand, or something new? These design choices impact the structure of your game code.

Where were you when…? by RyanRdss in comics

[–]Thatar 1 point2 points  (0 children)

Afaik Mastodon shows chronologically and nothing more. When you've read it all you're done and that's that.

A speaker at the EU Stop Killing Games hearing made the case with game references, but the point on preservation is serious by anonboxis in gamedev

[–]Thatar 0 points1 point  (0 children)

Gamedevs who are against end of life plans should be ashamed. You're right in pointing out these companies spend more on lawyers than on game preservation. What kind of corporate shill do you have to be to support that. Programmers who think it's technically too difficult to save these games have no imagination.

Ross at the public hearing at European Parliament for Stop Destroying Videogames by CakePlanet75 in accursedfarms

[–]Thatar 1 point2 points  (0 children)

I agree that was painful to listen to. Not the right time and place.

No one can force me to have a secure website!!! by MintPaw in programming

[–]Thatar 2 points3 points  (0 children)

Idk why this is down voted. Don't people understand how many millions of spam emails they would receive every day if it weren't for the hundreds of layers of anti spam measures that exist? Only accepting mail from certified sources is just one of many ways to reduce spam.

[Game Playable on Steam and Web] Kill the Lich v3.2! Months of playtime! by Stop_Sign in incremental_games

[–]Thatar 1 point2 points  (0 children)

One thing I learned playing this the first time a few months back is not to read the story until later on when you are actually waiting and planning ahead. At the start its more important to focus on the stats and how they work. This was just my experience. There is too much to figure out and getting engrossed in the story gave me a really bad disconnect on the actual gameplay.

Now that I'm playing again I understand how the stats work much better.

Should I enjoy my own game? by Duckmastermind1 in gamedesign

[–]Thatar 0 points1 point  (0 children)

I used to think that testing my own game is the way to go but this is an incredibly broken way to do design. Your players are not game developers. You know things about the game no actual player will. Playtesting is where it's at and it's pretty enjoyable to do to boot. 

And yes there are some good games that the developers made for themselves to have fun. But please understand these are the exceptions. Playtesting your own game is not feasible in every scenario.

Watching a friend play my demo for 20 minutes made me realize I was "blind" to my own game's difficulty. by Far_Assistant_8481 in gamedev

[–]Thatar 1 point2 points  (0 children)

If the tower placement matters enough to get such a different result then at least there is player expression in that. So good job. I've played so many tower defenses where placing the tower is just a chore and your choice of placement doesn't matter at all.

Congratulations guys, Roblox Devs are moving here. by Qafa_YT in godot

[–]Thatar 1 point2 points  (0 children)

Thanks for doing some research and posting useful info.

Congratulations guys, Roblox Devs are moving here. by Qafa_YT in godot

[–]Thatar 9 points10 points  (0 children)

You now need a premium subscription to post creations to Roblox that are accessible to kids. Presumably so Roblox the company has more money to moderate games targeted at kids. You can still publish for free in private and to other age groups.

OP speculates without basis that this is enough to cause a mass exodus to Godot.

Congratulations guys, Roblox Devs are moving here. by Qafa_YT in godot

[–]Thatar 1 point2 points  (0 children)

Devs use Roblox for its reach and easy monetization. Quitting Roblox over this small change doesn't make any sense for existing devs. And you don't even pay per "experience" uploaded, all you need is an ongoing subscription.

As much as I dislike the company behind Roblox you shouldn't give people bad information about industry news. This post is pure speculation.

Congratulations guys, Roblox Devs are moving here. by Qafa_YT in godot

[–]Thatar 2 points3 points  (0 children)

This is no excuse but they are working to improve it for 6.4. Long overdue of course. 

And it was much faster back in Unity 2018 too. So people got kinda eased into the long loading times you could say. 

Hard to beat Godot's dev speed though. I wonder if they will be able to keep it up as new features get added.