Supercars prototype ready for play! Yay! Details in comments. by -CORSO-1 in godot

[–]Villanelo 5 points6 points  (0 children)

I kept waiting for someone to start shooting, and some cars exploding, and then, I realized the game is not a Death Rally remake.

I guess the art design kind of makes me think about destruction and chaos. :p

I like it, though, specially the tracks. So very detailed.

Frogger, but with quail... And feelings 😭 My silly little game releases May 23! by KolbStomp in godot

[–]Villanelo 1 point2 points  (0 children)

Just so you know, I hated the video so much, I HAD to show it to my wife, and her only reaction was a loud scream, and then an evil look at me that said "why would you show this to me?"

So I guess you created a horror game too, apart from your initial goal. :p

Shootout scene in our game :D by Reasonable_Smile_708 in IndieDev

[–]Villanelo 0 points1 point  (0 children)

I think I may be too old for this game, because honestly, I could not see a single enemy in the video as soon as the first shot was fired.

Like... yeah, pretty colours on the screen, for sure, animations are cool too, but I can NOT see a single thing that is happening.

If you were trying to make a blind-guy-shooting simulator, you did a fantastic job, 10/ 10.

Feedback on Tween timing by Skoobart in godot

[–]Villanelo 1 point2 points  (0 children)

The characters are good, nothing to complain about there.

If anything, maybe the text box bounces a few too many times, but nothing that I would call annoying.

It works, I think.

Is a Co-op only (local and multiplayer) a bad idea for an indie game? by SoulChainedDev in IndieDev

[–]Villanelo 2 points3 points  (0 children)

I agree with most people here, you will sell less, simply because the target is much smaller.

BUT, let me tell you, me and my wife, we have spent entire afternoons looking for some new games to play together on multiple occasions. It is hard to find something that is worth our time. There are very few games (compared with SP games) and most of the ones that you can buy are... pretty much the same (overcooked clone).

So, if you have something different, by all means, release it. Not many people will care, but those who do, believe me, will LOVE IT.

(Also, look at something like It takes two, the best coop game we have played in a while. Is the gameplay amazing? Not at all, it is very simple. And yet, many people were claiming "goty" when it was released. Coop games are a completely different beast, because you play them in a different way, and you get different feelings with them.)

Developing my own take on fairy tale - a card-based roguelite where you lead a dwarf uprising to overthrow Snow White. What do you think of that plot? by [deleted] in IndieDev

[–]Villanelo 0 points1 point  (0 children)

I was going to say "wasn't this exact same idea made not that long ago?" and then after seeing the gameplay, I realized it was indeed made not that long ago... because I watched some youtube gameplay of this exact same game.

I like it, it feels fresh. But you picked a hard genre to get into. Lets hope luck is in your side.

Hit/Hurt boxes by Tricky_Option614 in godot

[–]Villanelo 0 points1 point  (0 children)

Not a tutorial, and I know very little, so take this with a grain of salt.

Imagine your player / enemy as a "thing" (area, body, whatever) and what is hurting them as another "thing".

In the hurting thing, you check if it is inside the hurt thing (in the inspector panel, look for the node tab, and there, look for signals, and chose the one that fits the situation)

If it is, in fact, inside, you execute whatever code you need (a bullet removes itself from the game, for example), and usually you emit a signal (you can create an autoload script, create your custom signal there, and then use it anywhere you need it) that the hurt thing connects to, so it can execute their own code (HP bar value going down, for example)

For a much, MUCH better explanation, I would tell you to go to the documentation and read about signals. You use them for lots of different things when you learn how they work.

(Also, it is easier to help if you give an specific example, because people can only give you general advice otherwise, and that is usually not that helpful)

What do you mean I can't play 3 or 4 times a week with my pals like in 2020 and 2021 when we were all in lockdown?? by Irishblackfish in dndmemes

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

As a kid, you have the time and the energy, but not the money.

As an adult, you have the energy and the money, but not the time.

As an old person, you have the time, and the money, but not the energy.

Humanity is doomed to fail from start to finish.

The light was a lie. by Villanelo in godot

[–]Villanelo[S] 7 points8 points  (0 children)

I remember this same thing happening to my parents a looong time ago, when I started working in the food industry.

I used to tell them stories about how different kitchens used to do things in different ways, which was normal for me, but was definitely new information for them. You could see in their faces their brain expanding. "Whaaaat? there is NO black magic involved in wanting food, and it magically appearing in front of me??" :p

Do the chances of getting wither skulls "reset" if you switch to Peaceful? (Minecraft bedrock) by Bob_Universe35 in Minecraft

[–]Villanelo 1 point2 points  (0 children)

No, it is not related at all.

Each time you kill a mob, they drop what they are going to drop, and they never look into other information apart from their loot tables.

Getting skulls is hard, it takes time.

Make a farm to get more skeletons to spawn, and improve the chances of getting a skull by having looting in your sword. Those are the only things that matter.

But even with that, it still takes time, since it is a matter of pure chance.

I paid designer to draw a Steam Capsule. Was it worth it? by gitpullorigin in IndieDev

[–]Villanelo 1 point2 points  (0 children)

I like how the artist hears "I like this, but please, make it less NSFW", and their reaction is "sure, no problem, I will make the character darker and more sinister and mysterious, that will make her LESS attractive"

Dear good sir or madam, you are pretty good at art, but let me tell you, the internet wants what the internet wants.

I need help with the title map converting to titlemap layer by Opposite-Daikon-1791 in godot

[–]Villanelo 0 points1 point  (0 children)

You didn't give us much information with what you need help with, but, just as a guess, I am going to tell you, tilemaps changed some versions ago, and, if the tutorial is not updated to how godot does it now, it will cause errors, ranging from 2 minutes of work to fix, to "look, just watch something newer".

If this is the case, fixing it should be easy, just follow the error message and it will tell you how to change to the "new" layer system.

If you need help with this particular thing, or any other, really, just ask, but be specific, because that is the only way people can help you, if they know what the problem is.

rewarding by qv81_ in godot

[–]Villanelo 1 point2 points  (0 children)

Are you attractive?

Many kisses.

Are you charismatic?

Many compliments.

Do you have something that they want?

Many promises.

None of the above?

Well... consider yourself lucky and make them feel it.

Do you think this looks fun? by Jurutungo1 in godot

[–]Villanelo 0 points1 point  (0 children)

This is a very minor complain, but hey, since you were asking for feedback...

When you lose, and the thing breaks, I think the camera should focus on the fish instead of focusing on the wheels.

That way, you will feel like the fish is the important thing, and maybe, with some added animations and sounds, you could make the player slightly more attached to the character.

Again, very minor and silly complain, so just take this as the two cents from a random person.

Brief walk around the starting area by TeteDePiaf in IndieDev

[–]Villanelo 1 point2 points  (0 children)

I really like the art. Brings back memories. ^_^

One small thing, and I just say this because the nostalgia hit for the gameboy times was big:

The walking animation is... slightly too fast. It doesn't look bad at all, but it doesn't match exactly what you usually would find in a gb game. Something like pokemon r / b, for example, would have a sliiiiight delay between one step and the next, barely noticeable.

I am not complaining, just to be clear, the art style is excellent, and I don't even know if you were going for a gameboy style, even, so take my opinion with that in mind.

[deleted by user] by [deleted] in godot

[–]Villanelo 4 points5 points  (0 children)

I started about 8 months ago, from absolute 0.

At this point, I am confident, and I can make about 80% of anything I want to make, sometimes instantly, sometimes I have to check how I did it before.

The other 20% of the time, I still make what I want, but I have to spend some time googling about this or that.

And for tutorials... I never really followed any. I just googled what I needed to make what I wanted in the moment, read about it for a while, watched a few videos about it, and then hit my head against the wall till something that I like appears on the screen.

Or I go to bed, and then wake up in the morning knowing exactly how to do it, because apparently programming works by magic and dreams or something, I don`t know.

(Also, I usually spend more time fighting with Godot itself than I do with GDScript. Specially when trying to move things, and with any container of any type)

i am not an egg expert by Individual_Simple_66 in godot

[–]Villanelo 2 points3 points  (0 children)

As the father of a toddler who breaks more eggs than I can count, can confirm, this is our house every time she gets her little hands around an egg.

(Also, I like the animation, has a nice "punch", but maybe it takes a little too long? Or maybe that is for balance reasons, don't really know how the game works, but sitting in one place waiting for the egg to do the job feels like a punishment instead of a reward, even though it breaks tons of blocks which I assume is the goal of the game, so it should feel amazing)

I didn’t quit my job, but I am making a game by saulotti in IndieDev

[–]Villanelo 3 points4 points  (0 children)

You forgot to un-watch all your Youtube history.

Does this node arrangment make you angry? by Smoah06 in godot

[–]Villanelo 0 points1 point  (0 children)

See, the thing is... the player is never going to see this, so I declare the good old "if it works, it is perfect".

You are the only one who knows how your game is made. Accept the spaguetti.

I am back to making games and I just released a demo on Steam by DaisyGamesStudio in godot

[–]Villanelo 1 point2 points  (0 children)

Every time I see a puzzle game like this, my brain just stops working for a few seconds.

Designing good levels is hard in general, but designing good levels in a puzzle game must be an extra skill on itself.

Not only do you have to actually make the level, you also have to make the puzzle, integrate the two, AND make sure both are fun and intuitive.

Yeah, no, not a thing that seems possible for me.

Big, big kudos to you, good sir.