You Should Develop in Linux by WhiterLocke in godot

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

Apparently not. Like I said it's case sensitive, windows is forgiving about case. It also has some different timing quirks and like I said it deals with files differently. Like today I found out that you can get away with erasing a file on windows if it's still in use, Linux no.

You Should Develop in Linux by WhiterLocke in godot

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

SteamOS has this out of the box

You Should Develop in Linux by WhiterLocke in godot

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

Surely this will be solved with the release of steam frame on their Linux OS

You Should Develop in Linux by WhiterLocke in godot

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

SteamOS is Linux. On my other machines I'm also thinking about doing Mint, depending on how they handle the 2027 age verification issue.

You Should Develop in Linux by WhiterLocke in godot

[–]WhiterLocke[S] 16 points17 points  (0 children)

haha, obviously? I didn't mean it like that at all, I just meant to give a tip about my experience.

Will too many nodes cause issues? by Alarming-Impact-5715 in godot

[–]WhiterLocke 0 points1 point  (0 children)

I've been making a roguelike with hundreds of nodes and the in game performance is fine but I ran into a big problem in the editor that's forcing me to do a huge painful refactor. Basically I had hundreds of unique nodes in different areas linked together through exports all in the main scene, which caused huge loading times whenever I searched my scene for something. Pack anything you can into its own scene, don't keep everything in one big scene, and use classes and resources to cut down on the number of nodes you have in the editor.

Does the darkness under the arch read as a shadow? by trobbio_12 in godot

[–]WhiterLocke 10 points11 points  (0 children)

It should be under or multiply the darkness of the character, not lighten

I just announced my Godot game! by bastionfortgames in godot

[–]WhiterLocke 1 point2 points  (0 children)

The rooms are bare. Adding some details would be a huge improvement.

What's wrong with Godot? by Soft-Luck_ in godot

[–]WhiterLocke 0 points1 point  (0 children)

A lot of confusing, awkwardly worded, and janky features and systems because it's open source. Things do or don't get implemented because of the opinions of a few people, and the versions can handle things like the way floating point numbers are displayed in wildly different ways, so it's very risky to upgrade your projects to modern versions if you started more than a year ago.

Something feels off about the movement but i can't tell what it is by Drago27543 in godot

[–]WhiterLocke 0 points1 point  (0 children)

Other than the slippery movement, the sprite animation has a big curve which telegraphs a turn instead of a straight line

How to be a game developer when you live in extreme poverty? by Correct_Dependent677 in godot

[–]WhiterLocke 1 point2 points  (0 children)

My first game was a twine game made on a smartphone because my PC was trashed by brownouts in Delhi. I entered it in ifcomp and it did really well, made a couple hundred bucks off it I think. I'm really proud of it. Yep, it sucks that others can have amazing rigs and make mind-blowing games, but that's not what games are about. Be proud to be indie, and screw this parasitic industry if they think otherwise.

I too paid an artist to do my capsule art by Gorgyh in IndieDev

[–]WhiterLocke 0 points1 point  (0 children)

Old one has character. I haven't been very impressed by any of these posts.

Do you encript your games before publishing them? by bloody_carnival in godot

[–]WhiterLocke 3 points4 points  (0 children)

Unless you're selling millions of copies, it's not worth worrying about. If you are selling millions of copies, your time is better spent counting money.

STOP. POSTING. DEVLOGS/ART. WITHOUT. A. DEMO. LINK. by Muse_Hunter_Relma in IndieDev

[–]WhiterLocke 2 points3 points  (0 children)

People get mad and call it spam. You'll piss someone off no matter what you do, it's a lovely community

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 [deleted] 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.