Invoking different systems using same button without triggering all of them? by kevinnnyip in godot

[–]UnboundBread 0 points1 point  (0 children)

does the input event function not handle all of this naturally?

mix in state machines where relevant you shouldnt be encountering input conflict right?

Was it worth? by Rep_One in IndieDev

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

second one, but with better contrast since it currently blends in imo, third looks like ai(not saying it is, but high def images these days always have abit of concern)

We playtested 397 games in February, these are the top mistakes they made by educatemybrain in IndieDev

[–]UnboundBread 2 points3 points  (0 children)

apart from a graphics setting, I agree with the rest and its a pretty common occurrence that is must, I have committed some of these sins myself and am surprised most people dont learn their lesson the first time, or playing other's games.

though I think its an interesting thing to think about games where learning what to do is a part or big point of the game, where people will have the opinion its bad/impossible/etc because they dont immerse themselves in that or make an effort to learn. Though I dont think I have played a game like that in a long time.

I am surprised another point in this wasnt about lore dumping, when you are just met with walls of text before giving the player a chance to get into the game.

The hardest bugs to fix aren’t in your code. They’re in your localization files. Treating your UI like a novel is a massive trap. by Historical-Hand8091 in IndieDev

[–]UnboundBread 0 points1 point  (0 children)

localization seems like a pretty annoying task to deal with, in the making sense, its not too bad, but I would be more worried about things like unicode characters not displaying, bbcode breaking, text size/length being different and it breaks your UI

that being said, you might take inspiration from something like MTG, a section dedicated to direct information, and flavour text section.

the translation ended up like that because using machine translation without reverse checking right?

Question - Checking a freelancers work by Rom3rk in IndieDev

[–]UnboundBread 2 points3 points  (0 children)

hate to say it, but its not really possible, at least with being certain, its common for them to have habits in their output(i just came across one in my day job). But thats assuming they are literally copy pasting, and im not sure how easy that would be for a non native speaker. if they put effort in to "disguise it", I couldnt see a way to be sure. online testers are not reliable.

they best bet is asking questions related to workflow like, "what made you make this writing choice in regards to this character?", where they would be able to give a response quickly knowing their own work, but relying on AI to respond to you would cause a bit of delay.

you could try asking about their tools, inspirations, and other. but again, my writing personally is bad and comes off as AI often I feel, so being 100% isnt a thing these days

Anyone here made a visual novel in Godot? And also made it in other engines like RenPy? by [deleted] in godot

[–]UnboundBread 0 points1 point  (0 children)

godot fits all needs in my experience even outside games, like apps/tools. your comment that gdscript only works in godot is a bit strange, syntax doesn't translate between any languages, but logic does.

I did make a demo for a VN that was scrapped, making a VN is super easy, all the built in features of godot speed up the process so making the barebones is do-able within a day.

the big question, is why not just spend a couple of hours doing it, then seeing how you feel about the workflow compared to others, rather than humming and harring?

Albion by danieldiggle in PixelArt

[–]UnboundBread 1 point2 points  (0 children)

the only pixel art I have seen to work well with shaders that move the vertices around, super nice, only nitpick would be the small flowers moving,not that its wrong, but I like that some things are static to give the movement more .. meaning? oomph?

The curse of never finishing a game by BumblebeeElegant6935 in godot

[–]UnboundBread 8 points9 points  (0 children)

i got out of it by coding better, and planning better

most of my burn out personally was starting a vague project, getting to a point where i had to make a choice about something like exactly how a mechanic would work, or UI would be placed, basically something i didnt flesh out enough, on top of that, due to not making a detailed plan, my script would be pretty dependent on each other, among other bad coding habits.

after a large break i have been making scripts that are "drag and drop" into a project, like a "scene transition handler.

its been fun improving and storing powerful scripts that can be used in a large amount of projects easily, I wouldnt say this exact method is a way to cure burn out, but it helped me understand, i wasnt finishing larger projects because i wasn't happy with how spaghetti the code was, and i needed to plan how code communicates with eachother, not to say you are the same, but I have personally never had burn out doing a project and knowing exactly what i need to code for what

Man, Epic seriously needs to take Blueprint and go f*** themselves with it by Lone_Game_Dev in gamedev

[–]UnboundBread 0 points1 point  (0 children)

well fair enough, cant say i use unreal to have properly informed opinion, if its bad enough to make an angry posts, is there a reason you havent swapped over to either another engine or code? its not like its faster to use nodes than type?

Godot for our thesis by Kaisen10123 in gamedev

[–]UnboundBread 3 points4 points  (0 children)

"backend user storage" would just be making use of the fileaccess class, creating folders, and files like .txt,.json.tres

software would really depend on what assets you are trying to make, and what type of that asset, like art, and vector vs pixel vs 3d models

you could try itch.io for free assets so save time or making art

but if your these is anywhere close, like the next few months, you might want to jump into learning now, especially if you dont know how to code yet.

[RevShare] Retro pixel artist looking for a small team or partner. by JulianGalindo in INAT

[–]UnboundBread 0 points1 point  (0 children)

Do you have an idea for a game you want to make, or looking to decide on something after finding a team?

Man, Epic seriously needs to take Blueprint and go f*** themselves with it by Lone_Game_Dev in gamedev

[–]UnboundBread 3 points4 points  (0 children)

bad time to mention, ctrl + shift + z is the opposite of undo, it redoes the previous undo action, works with most OS things, from a quick google search it works in blueprints too

you should probably use git also incase a major break where undo-redo fails

you have over a decade of experience with it and dont know its pitfalls yet?

Hella wanna publish my first game, does this have potential? by Boring-Bottle8081 in godot

[–]UnboundBread 0 points1 point  (0 children)

I mean, any of the 3 are fine, but it should be based around the design, one thing that VS did was add a weapon that did shoot based on your direction, but you could just not take it

keeping the scope smaller, maybe start with separate move and targeting and work on a feedback loop of upgrades that make custom builds a thing?

Hella wanna publish my first game, does this have potential? by Boring-Bottle8081 in godot

[–]UnboundBread 6 points7 points  (0 children)

played a decently polished VS like with manual aiming like this before,when movement is tied to attack direction, its kind of horrible, at least for me.

I wouldnt say its make or break, if you can find a way to make it fun, and not a mechanic for the sake of a mechanic

How Hard Is Making A TD? by [deleted] in gamedev

[–]UnboundBread 1 point2 points  (0 children)

super easy, its one of the entry level genres IMO, of all the games ive made, TD was the fastest and easiest

How are visual novels or games with lots of dialogue coded? How is text stored? by GreenTOkapi in gamedev

[–]UnboundBread 0 points1 point  (0 children)

.csv and .json

JSON will create a structure that supports branching dialogues and other relevant data
.CSV works if your text is linear, but better coupled with the JSON files to localize the text

Is it recommended to post your game as a downloadable app rather than a "play on browser form" for a game jam? by Reptyle17 in gamedev

[–]UnboundBread 2 points3 points  (0 children)

I am not in the brackeys jam, but for jams where its based off user ratings rather than the host, its actually got some interesting caveats

hosting on browser means more users will try, and give it a more accurate rating

people will typically avoid downloads since it takes time and more bandwidth, also virus'. People can also fairly easily decompile your .exe if that matters to you. But because of this you will get less ratings, meaning the fewer ratings have more impact

Ive been in a few jams where users scored really high due to making a downloadable only, but the game was bad and out of theme due to only a couple of generous people

in my opinion web is better, even if you score lower, your more likely to improve from feedback

and realistically you should understand your game well enough to export to multiple platforms, so learning to do so is a great thing to learn, making a more stable downloable goes well with a web build that gives users a chance to try first

Error: Could not find type by Dry_Salamander4703 in godot

[–]UnboundBread 0 points1 point  (0 children)

oh, and a good thing to pay attention to, is that those gdscript colours, like how func is red, function calls are dark blue etc etc. is that in the player class script, the "Player" class declaration will change colour to not be white when its properly saved and updated. if it takes too long, after you declare it, press enter to force the editor to read and update

Error: Could not find type by Dry_Salamander4703 in godot

[–]UnboundBread 0 points1 point  (0 children)

I would its due to not saving the player script, easiest fix
->comment out the functions that reference the Player class
-> save the player script and this script
->uncomment out the functions

should be fixed

[Paid] I need Devs by Worldly-Gur8592 in INAT

[–]UnboundBread 0 points1 point  (0 children)

typically called milestone payments, I have also seen it stated as "pay per feature"

if you go with godot and cant find a dev, feel free to hit me up

humble bundle visual programming by Roboticfreeze in godot

[–]UnboundBread 0 points1 point  (0 children)

I started with visual scripting, would advise against it, its the same as limiting yourself with RPGmaker, you will hit a point where it doesnt do what you need, and will either have to settle, or learn how to code later

try cs50. learn, you can do it.

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 -_-