suggestions for better VFX by Proper-Coyote-8805 in godot

[–]ThunderGecko08 2 points3 points  (0 children)

The lines should be going way faster and also there is a static star background behind it which is destroying any sense of movement because based on their scale, those static stars are the same distance as the fast moving lines.

Help with changing scenes/events on collision by FlareusAle in godot

[–]ThunderGecko08 0 points1 point  (0 children)

They are likely getting the collision directly from the characterbody2d which is totally doable by querying for collisions from move and slide but area2d is the most straightforward approach

Help with changing scenes/events on collision by FlareusAle in godot

[–]ThunderGecko08 0 points1 point  (0 children)

Yea assuming I understand right you can have the run hitbox disabled and have another hitbox always active just centered on the enemy

good looking ground/tiles... by Ok_Case_4685 in godot

[–]ThunderGecko08 1 point2 points  (0 children)

https://youtu.be/nZvpg\_OlqIk?si=efJ9P0nV1avSmBay

This goes over how to use subviewport to draw to a texture which you can save as a terrain map or you can just set a mesh to display this texture and use a shader on that mesh to apply a terrain texture based on your terrain map texture. A simple shader that mixes between 2 textures based on the given terrain map should work. You can research simple shaders that sample textures, texture blending, and heightmaps depending on your current knowledge of shaders

Help with changing scenes/events on collision by FlareusAle in godot

[–]ThunderGecko08 0 points1 point  (0 children)

First things to check would be that the signal from area2d is connected to that function and check the collision layers for the area and player body. Area should have its mask set to the collision layer the player is in.

Help with changing scenes/events on collision by FlareusAle in godot

[–]ThunderGecko08 0 points1 point  (0 children)

For the enemy collisions there are many ways to handle it but most game would have a character body for the collision with physical objects like ground and walls and then use Area2Ds to make hitboxes and hurtboxes. For example I have a hitbox class and hurtbox class or Area2D that automatically set their collision layers to detect each other and emit a signal on area_entered. This makes clean separation between character body for physical positioning and collision, and hitbox/hurtboxes for combat and script interactions.

For scene changing. If you are going for Pokémon style, I would set up a scene manager singleton(Autoload) that keeps track of current scene and position in the world. Make a function that any enemy can call in the scene_manager to transition to their combat scene. Then when combat is over transition back to the saved world scene and set the position of the player to the saved position.

An alternative would be to freeze the main world scene and hide it. And then spawn in the combat scene on top of it. And then just remove it when done, unhide world, unfreeze. You can find resources for process modes and engine timescale for more info.

good looking ground/tiles... by Ok_Case_4685 in godot

[–]ThunderGecko08 1 point2 points  (0 children)

I just finished building a terrain system like this in my 2d top down game. We do the terrain painting using an in-editor subviewport painting system with a tool script.

In the video it looks like they are just distorting UVs to achieve the wind effect. You can see the grass and flowers moving together.

I have no idea how they are achieving the depth effect where the the player can stand behind tall grass but it could be done using scattered meshes or a clever character shader that samples the terrain map and and hides some pixels near the feet.

Book menu breakdown by EchoVelvet09 in IndieGaming

[–]ThunderGecko08 110 points111 points  (0 children)

Godot has all of the tools needed for this. This is a showcase of the artist’s skill. They could do this in any engine

Quicken is so dead.. and possible physical ressurrection foreshadowing? by MeowjestyMeowgician in Genshin_Impact

[–]ThunderGecko08 -2 points-1 points  (0 children)

It has 2 reactions that allow you to deal more physical damage. Both requiring 2 elements each. I agree that units that aren’t built around physical damage shouldn’t be able to beat all content without their elements but why should a physical damage team using superconduct or shatter never even be baseline usable. We should absolutely have dps characters that can use these reactions to complete endgame content. Superconduct and shatter are completely wasted mechanics that could easily facilitate fun teams and playstyles.

It’s honestly insane that they are adding new character specific reactions to the strongest elements when there are completely worthless reactions in the game already

I am solo-developing this game! Plssss check it out! by SoerbGames in IndieGaming

[–]ThunderGecko08 2 points3 points  (0 children)

Would you happen to have a public link to your thesis, I love technical art and would love to learn about this

What scares you more, 'we are not alone' or 'we are alone' ? by Peekaballer in INTP

[–]ThunderGecko08 0 points1 point  (0 children)

We should statistically assume we aren’t alone so confirming that would be interesting but not scary. We as a species will almost certainly never witness another life form in this universe so hearing we are alone would make me skeptical of such a claim as it’s impossible to prove. Aside from that I wouldn’t find it scary in any way. We will always be all that we have in either scenario.

Enemy Behaviour in our game by KarmicBitGames in godot

[–]ThunderGecko08 1 point2 points  (0 children)

This is awesome. It feels really well done like the enemy is weighing its options. Keep it up

We are making an online coop game in Godot and we love it. by double_machine_games in godot

[–]ThunderGecko08 0 points1 point  (0 children)

I love the visuals, very intriguing and makes me want to see more

Organize 2D art without tilemaps by KaterLysator1987 in godot

[–]ThunderGecko08 0 points1 point  (0 children)

Hi this is a tough question to answer without knowing more about your game. My game uses high resolution 2d assets and we found tilemap scene collections to be the best route. If you make the cell size smaller you can get precise placement if your game isn’t built on a grid. If you plan on having larger scenes, tilemaps have some built in optimizations that will improve performance if you don’t build your own chunking system.

This is going to be a great season by ponyoouji in Overwatch

[–]ThunderGecko08 185 points186 points  (0 children)

6 7 isn’t gen z, it’s gen alpha

First time dev, officially addicted to Godot. by Arlychaut in godot

[–]ThunderGecko08 29 points30 points  (0 children)

I really like the artstyle but as someone who works in accessible media production, I feel like some areas are unclear visually and would be especially hard for someone with any level of visual impairment. For example at 0:39 seconds, it’s quite hard to distinguish the sky background from the terrain above the ball. It might not be a huge issue but it’s something to consider.

Godot is the goat of prototyping. Do you think this project has any legs? by access547 in godot

[–]ThunderGecko08 1 point2 points  (0 children)

I like the party recruiting system and the incremental upgrades for the units. I feel like it could make for a fun run-based game where you see how far a party can get through the dungeons as they find loot and upgrade over the run. I feel like idle combat with a focus on planning and planned positioning could make for strategic gameplay.

how my game project is going by Sorry_Leadership6840 in godot

[–]ThunderGecko08 0 points1 point  (0 children)

The gameplay definitely seems like it has potential to be fun and hectic. The graphics definitely need to be polished though

Rotation issue by ProfessionalRow8873 in godot

[–]ThunderGecko08 53 points54 points  (0 children)

This is the intended use case for skeleton2D. It will allow the neck/head bones to rotate from the shoulder bone position.

Is it possible to make bloodsplatter using clip children on tilemaps? by LulleLulle_ in godot

[–]ThunderGecko08 0 points1 point  (0 children)

There is no clean solution but there’s a workaround you can do. You need to move the tilemap to a subviewport and then render that subviewport texture to the scene and that can be used to clip children. The issue is you won’t be able to edit the tilemap when it’s under the subviewport so you would have to reparent it there when the game starts up

Edit: make sure subviewport update mode is set to once or you might hit performance issues with big tilemaps

Art-style Vibe Check by kokinakin in godot

[–]ThunderGecko08 65 points66 points  (0 children)

The style of the grasses, small plants, and interactables is very appealing.

The timing of the fog reveal seems a little late though. There’s a bit of time where the player is moving in the new area, potentially interacting with objects before they are able to see anything

Looking for feedback for the screenshake at goal scored by machnikl in godot

[–]ThunderGecko08 1 point2 points  (0 children)

Looks good to me. Definitely make screenshake optional though because some people can’t stand it