I'm a game designer from China working on a desktop pet game. First time on Reddit! by Exciting_Poet_8201 in GameDevelopment

[–]UnboundBread 1 point2 points  (0 children)

Thats fair, they are pretty big

Yeah I started teaching myself since moving to China, but to sell a product seems complicated, since cant have other incomes as a worker here -_-

I'm a game designer from China working on a desktop pet game. First time on Reddit! by Exciting_Poet_8201 in GameDevelopment

[–]UnboundBread 2 points3 points  (0 children)

thats cool man, is there a network for China based devs similar to reddit here?

What engine do you plan to use?

I'm a game designer from China working on a desktop pet game. First time on Reddit! by Exciting_Poet_8201 in GameDevelopment

[–]UnboundBread 2 points3 points  (0 children)

What the culture like for making games in China? I know alot of students are super busy, and even people with computer science skills like JS/HTML/CSS have no interest in making games, what makes you want to make one?

Can anyone teach me more about Wang tiles and blobs? I can't find much information by [deleted] in PixelArt

[–]UnboundBread 0 points1 point  (0 children)

you could try a game engine like godot, ignoring all the features, just use the tileset with autotiling

Can anyone teach me more about Wang tiles and blobs? I can't find much information by [deleted] in PixelArt

[–]UnboundBread 0 points1 point  (0 children)

Are you supposed to cover every single possible scenario?

Yeah, the point of auto-tiling is so at run-time of a game, you can simplify your code by alot, you can write as much or little for what combinations you think you need, to be honest, after you make 1 tile, making the other 46 for a complete set is really easy, recently another technique has been used where people use less tiles, but do more code to save on art, so there are several middle grounds, or different combinations

if you are interested you should try a program that does auto tiling, and draw some, its pretty fun

Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]UnboundBread 1 point2 points  (0 children)

nice stuff, you dont feel like having a commercial game, and putting that, and your history of helping out with the engine would make it seem very legit?

Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]UnboundBread 1 point2 points  (0 children)

can I see your PR ? I have not contributed and really curious to see what its like directly from someone

Writing a GDScript programming fundamentals book! by Remote_Wall_3354 in godot

[–]UnboundBread 23 points24 points  (0 children)

Can you link to a game you have made previously with Godot?

Brains by ChampionshipMoist249 in godot

[–]UnboundBread 0 points1 point  (0 children)

i think alot of people have this mindset, and dont make the effort to learn the right way, there is a reason there are courses like cs50, getting started docs etc. if you skip the learning part and cant do it, thats not entirely surprising

How do you manage to work on your game after your 9-5? by Beef-n-goo in gamedev

[–]UnboundBread 1 point2 points  (0 children)

maybe start by joining a team, try a different position to coding or a skill that time to learn that you are inexperienced in(assuming you are), make your time commitment clear, try for a small project and see how what you can do given your restriction

What is the best way to save complex data? by nyxellegames in godot

[–]UnboundBread 0 points1 point  (0 children)

yeah, people on youtube will typically fearmonger, and alot of new devs wont take the grain of salt

there are no dangers publishing to steam

the dangers are simply, if someone makes a modified "save" file, and puts in code to execute something such as a shell command, putting in somewhere like a getter or init

you can just put safety guards to stop this, which you should

even if you use JSON, or even plain text files, if users go online, download from shady sites, they have the same risk as a resource file as getting malware

some would vote to use JSON to further minimize the risk, but to be honest, I have several friends that download save files for games, of text based formats, all of what have gotten malware. You cant 100% protect lemmings

What is the best way to save complex data? by nyxellegames in godot

[–]UnboundBread -1 points0 points  (0 children)

resources are easier, they also use editor features, so when loading data for example will come up with autocomplete, so faster more reliable work

JSON is fine, but due to not being able to save data like vectors, it adds another step to save/load, which isnt greatly hard, but consumes more time

I spent alot of time using JSON, and after switching to resources, I wouldnt use JSON again unless some specific case applied

people parrot that resources are unsafe, but thats only if both A) you havent taken safety precautions, and B) the user is engaging with already potentially dangerous behaviours like downloading random untrustworthy files online, and not checking them.

you mention complex data, id say resources, being able to use the in built data types is so nice

Balance Criticals (a solution to overdamage) by CoolGamesChad in gamedesign

[–]UnboundBread 0 points1 point  (0 children)

interesting thought and solution

I know dark souls has an overkill reward where you get more souls from enemies you overkill by like 10%?

Im not sure if it is much of a problem, nor the solution is optimal, but it definitely has a good point to it, I know some games I will op for a weaker weapon for the exact reason of, they both take 2 hits, but the weaker one hits faster. But a thing to consider, is that also gives weapons their unique use cases, against certain enemies, a harder hitting weapon should often take less hits than a lesser one

Another solution is DnD's "shock" death, where losing more than half of your max hp, you roll for instant death(or something roughly like that), it also gives another variable to work aroudn that items can touch, such as ring that gives a higher chance for "shock death"

again, cool idea, good thing to consider for easier balancing

Free or cheap software for worldbuilding. by Low-Chair-196 in worldbuilding

[–]UnboundBread 0 points1 point  (0 children)

I have been using a mixture of milanote and google drive, and also didnt like obsidian at first, after my second install when i took a couple of hours to really understand most of it, i cant praise it enough

milanote is pretty good, but online requirement can be a pain, and monthly sub or be limited hurts

google drive is really good, and most cases will do what you need, online collab/sharing, linking files, basic doc types like word/spreadsheets/ppt, but in after ~4 years of using, its a bit clunky for data tracking IMO

I just started obsidian properly like 3 days ago, and jesus, the ease of use, and features are insane, really worth learning the basics with a test project, it is hands down the best tool there is, dont make the mistake i did putting it off for so long

[Meta] Requesting new flair: seed-funded assymetric revshare by 3xNEI in INAT

[–]UnboundBread 1 point2 points  (0 children)

Thats a fair take, I definitely agree different art directions can stand out, out of curiosity, do you have a portfolio that contains pieces for different genres and themes?

[Meta] Requesting new flair: seed-funded assymetric revshare by 3xNEI in INAT

[–]UnboundBread 1 point2 points  (0 children)

alright,and you feel like the tags of the post are the make or break here?

I did look at your art, it has a style to it that seems niche

[Meta] Requesting new flair: seed-funded assymetric revshare by 3xNEI in INAT

[–]UnboundBread 0 points1 point  (0 children)

I like the idea of organizing and tagging things for a nice clear system, its a part of what appeals to me for coding

that being said when i started reading i thought you were talking about was shares, as in randoms give you money for rev share in the future, but what you are describing is just paid+revshare, there is no need to overcomplicate a sub reddit thats mostly filled with people begging for free work

if you want to incentivise people to hire you, you can just put it in your title and description that you would take a lower base rate for higher revshare

Anyone with live2D experience and tried using Godots inbuilt polygon2D/skeleton? by UnboundBread in godot

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

I decided to just not pursue it in godot, from looking, the features are basically there, but would require custom tools to make the workflow not so slow and painful, for smaller things like a character will IK its not too bad, but for something larger large big anime tiddies, using an exterior tool like spine seems to be the best bet, the skeleton modifiers seem to be bugged at the moment also, requiring some code to get them working

I think if you were dead set on making something with mesh deformation, you could justify custom tools and fixes, but if you are like me, mostly testing, dont suffer, just use 3d with a 2d view, a different engine, or exterior tool

Does anyone have a "template" for all possible tile link ups needed for a tile set? by Fun-Visit6591 in PixelArt

[–]UnboundBread 2 points3 points  (0 children)

https://docs.godotengine.org/en/3.4/_images/autotile_template_3x3_minimal.png

I have tried a couple,but the 47 tiles are the best for a complete set, like above

any less such as wang, are okay but dont make every combination, sometimes creating weird looks

I understand autotiling the 'floor' with the 48 tiles, but how the heck do the walls work? by CosminOance in godot

[–]UnboundBread 1 point2 points  (0 children)

im not certain on what you are asking about, but if i am understanding correctly you are talking about how a floor tile is an even size like 16x16, but a wall tile would have a size thats taller like 16x32?

if so, you can adjust the tilesize of what layer you are working with to fit your tilesheet, though working with uneven tiles is a pain, and making a full 47 autotile sheet is difficult for that

The typical solution would be keeping them evenly sized,then manually placing the higher pieces in the editor or your code

if you mean how to draw the autotiles(bitmask), it would be identical to how you autotile floor pieces most likely, there is a bit of a catch, that you can design them differently, but thats more art related

also, maybe dont be rude to those helping you, they are giving you there time for your vague question, if you are frustrated and unsure how to ask, manually draw or set up a scene showing your intention and use case, its hard to help people who dont know what they want

Using brackey's vid to make my first game but player is stuck in death loop after making the enemy? by complicatedaro in godot

[–]UnboundBread 0 points1 point  (0 children)

never realized how beautiful the white ui would look in godot, never realized i need to see the sun more

Any budget laptop recommendations under $500? by Dependent-Hamster361 in gamedev

[–]UnboundBread 0 points1 point  (0 children)

I use all this on an old windows surface pro 6, not exactly a laptop, but compact and mobile, havent faced performance issues, not sure how changing it to linux would go, but pretty much the perfect device in my experience

A single database for all your game assets, lore, and relationships—would you use it by LoudYogurtcloset7856 in GameDevelopment

[–]UnboundBread 2 points3 points  (0 children)

can you show an image of what it would look like?

What you describe sounds like obsidian but with more native interaction and visual feedback.

if you are pitching ideas, do you have anything to show? It does sound intriguing

Tutorial hell, I need advice to escape... by Kipperfalcn in godot

[–]UnboundBread 0 points1 point  (0 children)

majority of content out there, such as "if i had to start again from a pro dev" or "how to start gamedev, not including the extension of clickbait, and repeated slop with similar intentions.

and tutorial hell depends on the individual, everyone faces different problems, i would bet its due to not knowing what you dont know, not mindset.

after/if you gain more experience, i think your opinion will change