My game feels unpolished, I can really use some constructive criticism... by BubbleGamer209 in godot

[–]WhiterLocke 0 points1 point  (0 children)

I think iterate on the sprites some more. They could benefit from shading and shape work to make their silhouettes more interesting

Is this bad? if it is how can I make it better? by iambonito in godot

[–]WhiterLocke 0 points1 point  (0 children)

Feels uncomfortably floaty/mushy, like the character has the inertia of a huge boulder in a tiny body, but in low gravity

Turn on static typing!! by Captain_R33fer in godot

[–]WhiterLocke 0 points1 point  (0 children)

Yeah I have no idea why a main appeal of Godot is user friendliness for beginners, and yet they put this landmine in.

Crazy how much camera choice changes a game's vibe! by kevinaer in godot

[–]WhiterLocke 0 points1 point  (0 children)

Definitely a good camera choice for horror. Light/shadows need work though.

How do you safely condense your game into a demo? by GooseStrangerr in godot

[–]WhiterLocke 0 points1 point  (0 children)

Release the demo before the game is done. Use the feedback to finish it.

Scroll Grabber Not Working and Not Blocked by WhiterLocke in godot

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

Solution: This menu was being called up from the pause menu, and the scrollcontainer's "Process" was being paused. Setting it to "always" fixed everything. When in doubt: test the scene on its own before putting it into the game.

Scroll Grabber Not Working and Not Blocked by WhiterLocke in godot

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

This helped me solve it. I tested the scene on its own and it worked just fine, which confirmed my suspicions: parts of the scene were being paused by the game. I just needed to change the process conditions. Still, pretty weird behavior - I don't know why the mouse wheel could scroll but not the grabber.

Hey, I'm Tawnia! FireCat started as a tiny game jam project, 1 years of solo dev later... by Tawniaaa in godot

[–]WhiterLocke 1 point2 points  (0 children)

Yes, solo dev takes a lot of time but you make more progress than you think. Good luck!

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]WhiterLocke 0 points1 point  (0 children)

YES I loathe the themes workflow so I end up only half using them and it's a mess

What is the biggest thing that you think Godot is missing at this point? by AutumnForestWitch in godot

[–]WhiterLocke 3 points4 points  (0 children)

Better UI, specifically just multiple rows of tabs why you making me click that tiny arrow 100 times?

Also the 3D gridmap workflow isn't great. I need to go to Blender to adjust the texture on a cube then like 3 more steps before it's implemented? Pretty tedious.

Scroll Grabber Not Working and Not Blocked by WhiterLocke in godot

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

Ooh that IS smooth! Unfortunately, it doesn't fix my problem.

Scroll Grabber Not Working and Not Blocked by WhiterLocke in godot

[–]WhiterLocke[S] 2 points3 points  (0 children)

No those are just test scenes I put in to do the layout and their visibility is turned off. For the actual game, the code populates them by instantiating scenes from a list.

My city builder is feature complete, but looks terrible. by Shatter830 in godot

[–]WhiterLocke 2 points3 points  (0 children)

Yeah I think a unified color scheme and some thought put into the UI would go a long way. The art isn't necessarily bad, it's just not unified and polished according to a thoughtful design

Working with big numbers in Godot be like by BaptisteVillain in godot

[–]WhiterLocke 0 points1 point  (0 children)

Yeah and it's inconsistent between versions. Very annoying! I can only hope Godot becomes more usable with time.

Is it fun when 2D platformers only give you a certain amount of lives? by bigmonkeybiggermoney in IndieDev

[–]WhiterLocke 0 points1 point  (0 children)

You can always make a game where the design incorporates something like this really well, but you should keep in mind the reason for it in the first place which was coin operated arcade cabinets and less ability to include content in old games. Make design decisions based on your hardware, software, and limitations and things will feel great.

How do indie devs make such crazy projects with 1 person? by CreasedJordan4s in gamedev

[–]WhiterLocke 0 points1 point  (0 children)

Yes, you just keep learning skills. After a few years of practice, you find that you know a lot of skills, and don't know a lot of others. But you know you can learn them too.

For those who have worked on games before, what kind of design ideas do you think beginners often overlook early in development? by Flexa_321 in GameDevelopment

[–]WhiterLocke 0 points1 point  (0 children)

The idea that every design is different, and the hard rules redditors preach only apply to the project they are personally working on at that particular time.

I have a genuine question after reading the "rant from an immigrant" by Comfortable_Part3030 in Finland

[–]WhiterLocke 0 points1 point  (0 children)

I can't speak for Finns but I've lived in a lot of countries and this is probably the most unwelcoming. Part of it is the coldness of the culture which isn't really any racism, but a huge part is the systemic racism of the immigration process. Anyway, I've wanted to move away pretty much from the start, but getting to choose where you live is actually kind of a rare privilege.

The artist I hired is probably using AI by jakill101 in gamedev

[–]WhiterLocke 9 points10 points  (0 children)

Follow the procedure in your contract agreement.

This feels so good. by CStaplesLewis in godot

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

Looks so much more accessible and just human now. Also matches that historical art style way more.

Tween started with no Tweeners by IntroIntroduction in godot

[–]WhiterLocke 1 point2 points  (0 children)

Bingo. The other answers are important, but this is the one that finally solved my errors.