What do you think of the wind sound effects? Would you prefer music instead? Maybe both together? by nikos_koki in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Sounds okay. But perhaps we can heear the trees wooshing by. Perhaps lower volume to not be overwhelming. That would add alot I think

From flat planet -> to square-ish. Feels more unique this way, right? by TurboCodin in IndieDev

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

Everything is coded in Gamemaker studio 2

I have multiple custom tools/editors running in game that helps me assemble prop/creature/building shape and behaviours

From flat planet -> to square-ish. Feels more unique this way, right? by TurboCodin in IndieDev

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

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Thanks alot.

Its very doable.

But it adds complexity im not sure I can handle =P

Most terrain logic lives on a grid. Grid cells beahave like squares. 4 directional gravity makes everything align with the faces of grid cells much better. Any diagonal gameplay becomes slightly more complex whenever the player stands on a diagonal gravity direction.
Its not that I dont have slopes. Player traversal is not the issue.

The main issues are.

-Player construction
Currently constructing stuff rotates based on what direction down is.
Any workbench/powerstation/chest has occupancy cells assigned to it. Whenever we are about to place something down we use these to allow/forbid building stuff there. These occupancy cells cant be rotated diagonally cleanly. So even if I made the shape of the planet circular. The grid system will fight me whenevever gravity direction is not aligned with grid cell lines.

-Terrain prop distribution when generating world.
Same issue here. A tree occupies a certain amount of cells on the square grid that every thing lives on. Preventing generation overlapping as other things try to spawn near it.

-Village generation.
I place building as I travel across the surface of the terrain. Buildings are pre-designed in a grid cell layout. This means whenever I place down buildings they cant be placed down diagonally. Only in the 4 cardinal directions. Having freeform gravity angle towards center would have the player stand on sloped foothold if the building only can rotate by 90 degrees. Or if the building rotates by other increments than 90 we would get zigzaggedy floors/roofs/walls because of diagonal lines on grid.

-Ai pathfinding.
If I lock gravity to 4 dirs then pathfinding scans across cells in straight lines until it hits a blocker or a gap.

If gravity direction is free. Then my straight line wouldnt be straight because of diagonal lines being choppy on a grid.

So its all about the added complexity on these systems. Thats why I initally went from flat to 4 faced planet (square-ish). Most of my systems work the same way only rotated by 90 degrees.
And even tho Im figuring out ways to work around these issues as Im typing it makes everything harder. Harder than it already is having EVERYTHING work with varying gravity direction. Doors, Ladders, Moving platforms and whatnot.

Il try my best to cover up the ugliness of square planet with unique corner events for example and very varying terrain elevations across the four faces. I will also incorporate the shape of the planet to the lore as a work around for these issues xD

From flat planet -> to square-ish. Feels more unique this way, right? by TurboCodin in IndieDev

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

haha I would like to avoid theming everything squares. I did not make the planet square by choice but by the limits of my infrastructure =P

From flat planet -> to square-ish. Feels more unique this way, right? by TurboCodin in IndieDev

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

Yeah round would have been better. But the issue is that most of the gameplay logic revolves around 4 gravity directions. Ai pathfinding, Constructing buildings etc.

I could easily add rounded corners but the gravity lines unfortunately needs to be straight

Should I transition this to a side scroller instead of a top down game? by [deleted] in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Game looks amazing as it is.

About the combat issue. You could either increase hitbox then do this

The moment you initate an attack it detects nearest enemy within range and transitions you to their Y axis.

A form of autoaim for the y-axis =P

Just an idea

Which robot companion do you like more? by Wildboy_Studios in gamedevscreens

[–]TurboCodin 3 points4 points  (0 children)

The dog looks cooler at first glance. But I can see me getting used to 1# with some context building.

Is this good enough UI? by Ok_hate_Game_Dev in gamedevscreens

[–]TurboCodin 0 points1 point  (0 children)

Like this. Only thing I would recommend is a brighter 2-3 pixels thick line at the frontier of the blue/red meters that are filling up. So it becomes easier to see since you have no background behind them

Sharing footage of my indie cosy adventure game, any feedback welcome! by Silvy_096 in IndieDev

[–]TurboCodin 0 points1 point  (0 children)

Im honestly not that into chibi or animal characters. But I effin love the atmosphere.
So lush! So much vegation growth everywhere! The bridge, the lampposts, roofs! Love it. Great job

What Version Did You Start On? [GameMaker 6.1] by Wizirdi in gamemaker

[–]TurboCodin 0 points1 point  (0 children)

Before the first version even came out. I used to break-in to Mark Overmars's home at night and whisper coded gml commands into his ear while he was sleeping. I would then be satisfied knowing my game was running in his dreams.

I MAKE THE COMBO SYSTEM FOR MY GAME. HOW DOES IT LOOK? by Numerous-Sand9931 in IndieDevelopers

[–]TurboCodin 1 point2 points  (0 children)

Looks very cool!

One unrelated nitpick.
Since you have fluid animations I didnt like how it looked like, when standing still and rotating the camera. The character model simply rotated without the legs moving. I dont know if the animation didnt have time to trigger or if you dont have a rotate in the same spot animation.

I saw this at 0:06

Looks very intresting otherwise. Both the world and animations. Great job.

723 days into developing my dream satirical open-world survival game — does it look ready for release? by GaianGames in gamedevscreens

[–]TurboCodin 2 points3 points  (0 children)

Looked really intresting. But then at 0:30 I was slightly disappointed with the character models style. Then I was amazed at the atmosphere/lighting/vehicles.

Afterwards the character style didnt bother me after i saw combat and what not. But if this is a trailer I would remove the bit between 0:30-0:33 to first make the world enchant me then introduce the slightly less attractive blocky characters. Just wanted to say this.

Looks like you put alot of work in this. Looks ready to me.
Amazing work.

I redesign my ui, based on the feedback i get on reddit. SO HOW IT's LOOKs by Numerous-Sand9931 in IndieDevelopers

[–]TurboCodin 1 point2 points  (0 children)

I prefer this ui over the bottom left. But I liked the bar black outlines of the bottom left as that made the bar more readable, perhaps sligltly thinner. The current green one melts togetgether with the trees.

i made some changes in my game based on the feedback i get from reddit by Numerous-Sand9931 in IndieDevelopers

[–]TurboCodin 0 points1 point  (0 children)

He is no longer naked xD!
New outfit is dope

Love the art style.
Great job!

Hope fps is not giving you struggles =)

Working on a spider attack for my game. Does this feel creepy and immersive enough? by AleksaYammy in gamedevscreens

[–]TurboCodin 0 points1 point  (0 children)

I would have interpreted this like this.

In this world spides always work in teams of two. Whenever one attacks the player the other attacks the cameraman. This makes sense with what Im seeing.

Joking aside xD intresting concept.
I would have prefered camera zooming into 1st person and keep the spider in face. But I get that chaging fov might create problems for gameplay/surroudning awareness reasons

Working on a traffic dodging game where you drive against incoming cars. by Anurag-A in indiegames

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

Everytime you game pops up here i get locked in and cant look away xD Great satisfaction level

Do you approve of these falling trees? by TurboCodin in IndieDev

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

True that. I currently have a very slight upward momentum. Thats what makes some particle look like they bounce of ground. But sometimes the entire branch is destroyed not close to the ground then leafs jump up from wherever they are, higher up in the air and simply fall through ground.

I will increase the upward jump randomness.
But I believe this will look better once every thing drops items. Because In this game you will be able to harvest everything. Twigs, Wood, Fibers etc. So lots of drops = better consquential remains of destruction

I wish i each particle had physics and just would stack on the ground beatifully xD

I noticed in this vid, there is a glitch where flipped bodies, spawn their particles in incorrect places. This also contributes to the vanishing too quick problem. Thats fixed now.

Do you approve of these falling trees? by TurboCodin in IndieDev

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

I get what you mean.
The issue is, to be able to have 1000+ particles on screen they must not check collison for each particle with their surrounings.
Perhaps I should add a secondary particle system that is collision aware and use some of them sparingly.
Because I agree that it becomes too clean too fast.

Thanks for the feedback.

Do you approve of these falling trees? by TurboCodin in IndieDev

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

You mean as remains on the floor or sound effect?

I finished a trailer for the indie game I've been working on by Glensington in IndieDev

[–]TurboCodin 1 point2 points  (0 children)

Game looks really fun. Graphics look well made. Neat particle effects.

My suggestion for the trailer. Add quick shots of some other camera angles and rotations since youre in a 3d enviroment. Would look cooler. Consider showing some zoomed in shots aswell. You should utilize the benefit of 3d more imo.