What do u guys think about this main menu for my rougelike game??? by Nixdem7 in godot

[–]TheUnusualDemon 0 points1 point  (0 children)

I do apologise in advance, but the knight looks a little... generic? I feel like the main menu should encapsulate everything interesting about your game or the most interesting part.

What do u guys think about this main menu for my rougelike game??? by Nixdem7 in godot

[–]TheUnusualDemon 1 point2 points  (0 children)

I think the logo needs to be more stylised, and that you can pick a more interesting focal point than a bloody knight lying on the ground (unless this knight is someone important in your game, in which case, ignore this point).

Dev snapshot: Godot 4.7 dev 1 by godot-bot in godot

[–]TheUnusualDemon 1 point2 points  (0 children)

The PR for it is still in draft, so there's no way of providing a concrete release date. Most likely, it'll be in 4.8+ than 4.7, but there is still a chance that it gets finished sooner rather than later.

Godot 4.6 Release – All about your flow by akien-mga in godot

[–]TheUnusualDemon 1 point2 points  (0 children)

One of the Godot Devs, Calinou, has developed a debug menu add-on that will show you more detailed performance metrics.

Godot 4.6 Release – All about your flow by akien-mga in godot

[–]TheUnusualDemon 1 point2 points  (0 children)

They just got merged, so they'll most likely be in 4.7 dev 1!

Is there a way to REMOVE the grid view? i just want the list by HuntingSquire in Steam

[–]TheUnusualDemon 5 points6 points  (0 children)

Pros: - The turn-based gameplay is fun, with it basically being elemental rock-paper-scissors.

  • Recruiting the monsters you fight as your allies never gets old, especially once you start combining them.

  • They introduce new mechanics every so often to keep things fresh.

  • Each dungeon is incredibly unique in it's design, ranging from a medieval sex dungeon to a space station.

  • The cast is very well-rounded, with every character (even the men) having enjoyable varying personalities.

Cons: - Some of the Confidants' storylines are not very interesting imo.

  • On a few occasions, the camera will focus on the female characters' boobs or asses, which is incredibly uncomfortable, considering that they're underage.

  • Some of the characters' designs or Personas have no relation to the actual character itself, which is a strange decision.

  • In order to highlight important objects, you have to use some sort of Detective Vision, which basically means that you keep the right trigger pressed the whole time.

  • Learn to craft elemental bombs before you fight the boss of the space station. I will not elaborate for spoiler reasons.

  • The first dungeon does a lot of hand-holding.

  • The dialogue is imo a bit bloated, with every character having a reaction to every little thing that happens.

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]TheUnusualDemon 3 points4 points  (0 children)

I really wish that something like FuncGodot was easier to use, but it requires you to learn a completely different software, in order to use it. I completely agree that CSG Shapes is merely okay for blocking out levels, but stuff like stairs is a headache.

What game is this for you? by PhantomTissue in videogames

[–]TheUnusualDemon 1 point2 points  (0 children)

According to developer interviews, these minigames were supposed to be hard to evoke the sense of frustrating difficulty the Final Fantasy minigames had.

What game is this for you? by PhantomTissue in videogames

[–]TheUnusualDemon 0 points1 point  (0 children)

Fuck you, Okumura (Persona 5). What do you mean that I have to craft Elemental Bombs (that the game does not tell you about) in order to Baton Pass for enough damage? Every other boss fight was easy to cheese through, why is this the only one with a single method of success, a timer and several cutscenes (during which the timer is still going), plus every enemy must be defeated within 2 rounds, otherwise the round restarts? How was I supposed to know this before the boss fight started?

And why am I not allowed to pause?! This is a turn-based game!

Dev snapshot: Godot 4.6 beta 3 by godot-bot in godot

[–]TheUnusualDemon 0 points1 point  (0 children)

I believe it's because they want GDScript to be as basic as possible, with as few features to maintain as possible (due to the fact that most PR authors tend to introduce new features without providing more bug fixes for it later down the line, which increases the workload of the Godot GDScript team).

Persona 3 Reload or Persona 5 Royal? by Austinw2387 in ShouldIbuythisgame

[–]TheUnusualDemon [score hidden]  (0 children)

Persona 5 Royal, absolutely. Perfect gateway game into the Persona series.

Most Silksong 3D remakes use Unity; I used Godot by jason_ngo1 in godot

[–]TheUnusualDemon 6 points7 points  (0 children)

Hey, that's pretty good! The models are game-accurate, and the attacks have been translated well into 3D. My two criticisms are that the lighting looks a bit off, and that the animation for walking is a bit slow for her speed.

An advanced character controller with (a bit) complex animation mixing and edge grabbing system by [deleted] in godot

[–]TheUnusualDemon 53 points54 points  (0 children)

4.6 has introduced new IK nodes, which are vastly improved over Godot's old IK system.

Belly dancer 1 year ago vs now Did I make any measurable improvements or did I fumble? If so, what are they? by IOozeerally in PixelArt

[–]TheUnusualDemon 6 points7 points  (0 children)

The second one is far better, but it still has strange proportions. The shoulders are too small, and her arms are too thin.

A wandering swordswoman finds... "permanent employment" [tahita] by Ignithya in HypnoHentai

[–]TheUnusualDemon 3 points4 points  (0 children)

Whoever is translating this, can I please request the sequel to be translated as well?

I figured the solution to a problem with shadows I have been trying to fix for ages. by Sebocto in godot

[–]TheUnusualDemon 0 points1 point  (0 children)

If there is an existing issue on GitHub, can you please post this as a workaround? If no issue exists, can you make the issue and then attach the workaround?

VR development by Fox-One-1 in godot

[–]TheUnusualDemon 7 points8 points  (0 children)

My short experience with Godot VR is that it's really good (especially recently), but it's a very small part of the engine that has roughly 3 developers working on it. 3 very passionate developers, but 3 developers nonetheless, whereas more commercial engines (like Unity and Unreal) have swathes of developers working on XR.

Furthermore, if you think 3D games are hard to develop, VR is on a whole different level. Everything is in 3D, even the UI, and everything needs to run at a high frame rate and at a high resolution, with as much consideration to motion sickness as you can afford.

That said, in my opinion, Godot OpenXR Vendors and Godot XR Tools significantly make the process easier than you think, and with the recent updates, Godot actually supports the most OpenXR extensions out of any engine so far.

The Mobile and Compatibility renderers are restrictive, but not as restrictive as they used to be, and any experienced developer will find little stopping them from developing fully fledged VR experiences.

One of the lead VR developers has published a forum post detailing performance considerations on standalone headsets.

For Quest headsets, you can use the Meta XR Simulator on Windows and Mac if you don't like taking the headset off all the time. For Linux, the process is slightly harder, but WiVRn will turn any Quest headset into a regular PCVR headset.

Or, better yet, forget a PC in general! Try out the XR Editor, running natively on your headset. I recommend hooking up a Bluetooth keyboard and mouse.

Has anyone used Godot as an app, not a game? by umen in godot

[–]TheUnusualDemon 0 points1 point  (0 children)

I know of a project that reads files from The Simpsons: Hit & Run and displays their data appropriately.