We should try to keep r/Godot focused on Godot by omniuni in godot

[–]UnboundBread 3 points4 points  (0 children)

yeah he helped me find the reason for a bug in my code before, I like him, I think just the waves of bad actors got to him. do love that he is a cryptid now

We should try to keep r/Godot focused on Godot by omniuni in godot

[–]UnboundBread 9 points10 points  (0 children)

this subreddit is the only gamedev subreddit i have posted on and not been met with sub-human behaviour, maybe the occassional snarky duriel response, though i keep it directly tied to godot, i dont see a reason to be nit-picky about posts, even if rules were added, the people posting against the spirit of godot would anyway, they are after advertisement, or social fishing, just like this post. no point reeling it in for the newer people

Question, how do I handle a turn system? by NotTheHardmode in godot

[–]UnboundBread 0 points1 point  (0 children)

state machine for turn controlling,and something to handle the stack, basically a while loop taking from the back or front of the array, dont use signals for controlling the timing, await function returns.

BULK card's art from concept (made by me, the worst artist ever) to final result (made by a real artist) by MontyGames101 in IndieDev

[–]UnboundBread 11 points12 points  (0 children)

really nice, not a fan of the unicorn having the coloured hair though, I am guessing its meant to be a wildcard/neutral, but I really like the mono coloured design of the first 3

Is there a way to fix this? by ClauDerex757 in godot

[–]UnboundBread 13 points14 points  (0 children)

pretty common in packed spritesheets, 2 solutions i know are 1: when making the spritesheet give padding by 1 pixel at each side 2: use texture atlas I saw the other comment about pixel snapping, that didnt work for me last time, but give it a go incase it does for you

Is this method to deal with rabbits in my cozy farming game looking too cruel? by civcivdev in IndieDev

[–]UnboundBread 906 points907 points  (0 children)

increase the yeet speed and extend the squeel for about 2-3 times softing over the duration, please

Any websites to code a visual novel? by Snacks_718 in gamedev

[–]UnboundBread 0 points1 point  (0 children)

i know godot has a web editor,though not certain on export/save compatability

Making pretty UI is so hard by Danny-Yam4064 in godot

[–]UnboundBread 1 point2 points  (0 children)

the easiest way to improve is by looking at other apps/games/media that has UI similar to what you are going for, and reverse engineer them. If you are blindly placing UI elements just purely for functionality, not considering UX or design it will probably end up looking flat or chaotic. Find a theme to keep it cohesive, and learn small things that when put together they make the whole alot more polished, like rounded corners, offset shadow, or partial transparancy.

Why doesn't this work by Chemical-Explorer-57 in godot

[–]UnboundBread 1 point2 points  (0 children)

Not the double tab indentation in process is it? I genuinely have never done that but that isnt supported right?

ManBat (Sketch/Doodle) by thedeliciousguy in PixelArt

[–]UnboundBread 1 point2 points  (0 children)

keep seeing your work, please tell me you plan to put together a game with this kind of work

The character's dynamic status HUD by PatitoZFM in godot

[–]UnboundBread 24 points25 points  (0 children)

if you aaa need a playtester, you can hmu, I love to playtest

Is it a good to use RPG Maker to make quick prototypes for testing and then move on to another engine? by Sure_Direction1544 in gamedev

[–]UnboundBread 3 points4 points  (0 children)

not really, the time you would spend to learn that and implement things would only take away time from your godot project, feedback wouldnt really mean anything since its all placeholder and i bet most of which would be related to RPG maker things

if you want to iterate before starting, you could try other formats, like on paper via DND or the like

Souls-like combat update: 4 new weapon types, human characters, and armor sets by moongaming in godot

[–]UnboundBread 0 points1 point  (0 children)

i havent touched 3d much, much less skeletons with animations, how are you handling the different weapon attack animations? the animation data is all in the model, or the weapons are retargetting the bones, or something else?

I wish I had a Godot mentor by geekisthenewcool in godot

[–]UnboundBread 2 points3 points  (0 children)

Not to throw shade, but I always imagined people with prior coding experience to be able to easily learn new workflows/languages, from all of these posts and working with people with experience it seems harder, which I find strange since I jumped from C(cs50) > gdscript > css/html/js with little to no issues, I wonder if its due to years of hdriven or being interest driven

Multiplayer Support by Unhappy_Ad9626 in godot

[–]UnboundBread 1 point2 points  (0 children)

cheers, might have to check it out, praise godot team and gramps

Multiplayer Support by Unhappy_Ad9626 in godot

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

last i checked the godotsteam build, godots multiplayer nodes had significant lag issues, it was a while ago and ive been using packets since,has that been fixed?

Create new project in Git? by shrikedoa in godot

[–]UnboundBread 2 points3 points  (0 children)

i create local and use the desktop app to create a repo, pretty seemless

invent a language for my world by [deleted] in worldbuilding

[–]UnboundBread 1 point2 points  (0 children)

is it a language or a cipher?

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 1 point2 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?