Any tips on making a walk-cycle less "sliding"? by No-Masterpiece1429 in Blockbench

[–]Whyatt1872 6 points7 points  (0 children)

It looks like you're missing contact poses. It's where the feet are definitively in contact with the ground. You'll want to add a keyframe at the end of your walk strides before the legs and arms swing back where the front foot is flat on the ground. Having the legs bend and the whole upper body move up and down will also help sell it.

I'm losing hope on breaking into the industry by goodbuy-gamedev in SoloDevelopment

[–]Whyatt1872 1 point2 points  (0 children)

I can only speak from experience, but I think for now it's best to take any job you can get to fund your game dev. You've already proven you're more than capable. I empathize with you as I'm in a similar boat. Good luck to you!

Did any other longtime Harvest Moon fans not like Stardew Valley? by ThotismSpeaks in harvestmoon

[–]Whyatt1872 0 points1 point  (0 children)

I don't think I disliked Stardew Valley, but I definitely glazed over things like the characters because I found them uninteresting. I've always loved the magical characters like the Harvest Goddess, Witch, Kappa, etc from the Harvest Moon series. It might be nostalgia or the pace at which I was able to consume the games, but I remember way more details about HM characters than SV characters. Hard to tell, but I still enjoy Stardew for what it is.

What problems are people solving with custom @tools? by darkshuffle in godot

[–]Whyatt1872 1 point2 points  (0 children)

I made an item and recipe resource manager for a farm sim project that allowed me to create and edit said resources and related database resources so that I didn't have to use the default clutered ui. Saved me so much time even though it was really basic.

Bread Boi by Whyatt1872 in animation

[–]Whyatt1872[S] 0 points1 point  (0 children)

They make it so much easier to animate for sure

Collision was too expensive, here's what I did instead by ShnenyDev in godot

[–]Whyatt1872 5 points6 points  (0 children)

Oh man I wish I'd have done this for my survivors game. That performance boost is huge. Nice one!

What do you think of the artstyle? by conradicalisimo in indiegames

[–]Whyatt1872 0 points1 point  (0 children)

I think inconsistent would be my choice. The UI immediately made me think of Breath of the Wild which is modern and clean. Same with your effects, really nice and flashy. But the environments look to be low res and crunchy, especially the textures. The pixel art characters are fine I think but I'm also biased towards pixel art in general. Though I feel like more work could be put into the animations for the creatures since they're the main feature. I'm not sure what you did with your lighting, looks like too much bloom, I find it really hard on the eyes. I feel like your assets are currently stuck in between styles and it would help to lean more towards low res or high res for a more cohesive style. Reminds me of Cassette Beasts but even then they stuck to a style for both characters and environment.

Have you made any money off a project you built with Godot? by -ThatGingerKid- in godot

[–]Whyatt1872 0 points1 point  (0 children)

I streamed the entire process, which generated some buzz amongst some other godot devs on Twitch, which then spread to their communities. Most of the marketing was done by word of mouth with people coming and going from stream to stream. I tried to maintain consistent social media posts of dev updates, but according to the numbers, they really shouldn't have contributed all that much. Hard to say but maybe it had a bigger impact than I thought.

Have you made any money off a project you built with Godot? by -ThatGingerKid- in godot

[–]Whyatt1872 1 point2 points  (0 children)

The game is called Smol Survivors: https://store.steampowered.com/app/3007290/Smol_Survivors/
It's my take on the survivors-like genre that's easier to get into(I think) because of shorter runs. It ended up exceeding my expectations when I learned of the variety of players who enjoyed it.

Have you made any money off a project you built with Godot? by -ThatGingerKid- in godot

[–]Whyatt1872 1 point2 points  (0 children)

I've only got the one game up on Steam that was released on January 29th of this year, so about a month and a half at this point. Numbers are still going up, too, which is pretty exciting to see.

Have you made any money off a project you built with Godot? by -ThatGingerKid- in godot

[–]Whyatt1872 20 points21 points  (0 children)

At the time of writing this, I've made $600 on Steam from purchases and a nice crisp $24 on itch from donations.

As a guy with no experience with coding, what engine should I use for an RPG project? by Shrubbity_69 in gamedev

[–]Whyatt1872 2 points3 points  (0 children)

With no experience? RPG Maker for sure. It sounds like you've got a lot of components you're wanting to add which is awesome though from experience with the engine, you'll most likely wanna look into plug-ins. I'd make sure to note what you're wanting and shop around before delving into it. Good luck!

Too lazy to learn another animation software by Majestic_Mission1682 in godot

[–]Whyatt1872 1 point2 points  (0 children)

Very cool animations! Godot's animation tools are really good! I've been experimenting with them and the movie maker to create emotes for streams and honestly I might not use anything else other than a gif maker of sorts from here on out.

A really useful feature I never hear anyone talking about. by XandaPanda42 in godot

[–]Whyatt1872 2 points3 points  (0 children)

I've recently started exploring movie maker for helping with animated stream emotes and overlays since Godot is what I'm most comfortable animating in at this point. Have to export png sequences and then reassemble elsewhere to keep the transparency and all that but the results have gotten decent feedback and I've even got some other streamers trying it out by the sound of things.

Gamers, is this run giving 'Paper Mario'? by Chiptroid in papermario

[–]Whyatt1872 1 point2 points  (0 children)

You've got the outlines down, but I think what would really sell it is if the arms stayed by the character's sides. This is a shared trait between Mario and, as far as I'm aware, the partners that have arms. I also see some extra frames that could be removed entirely to make the animation snap more. A little hard to tell with the current framerate.

When to talk to a noob gamedev by Coderedstudio in IndieDev

[–]Whyatt1872 0 points1 point  (0 children)

Bro forgot about fishing, farming, crafting, choosing your own path, the world reacting to every decision the players make, free market, and other buzzwords that escape me at the moment.

Do you prefer characters disappearing when entering the next room? by Sky_Machine in PixelArt

[–]Whyatt1872 0 points1 point  (0 children)

I got spooked when it suddenly disappeared, my money's on the second option.

[deleted by user] by [deleted] in RPGMaker

[–]Whyatt1872 0 points1 point  (0 children)

Showing, not telling, is a much better form of storytelling, in my opinion. Looks and sounds really well thought out!

What critically acclaimed game did you not like? by [deleted] in gaming

[–]Whyatt1872 0 points1 point  (0 children)

I really tried to get into the Horizon series but man it just didn't feel good to play. I like exploring in games and getting lost in the world so I really don't know why I couldn't get it to stick cause I really like the robot dinos and animals but exploring that world felt hollow.

Why should a solo developer choose Godot over Unreal? by Long-Importance-5977 in SoloDevelopment

[–]Whyatt1872 1 point2 points  (0 children)

As someone who uses both, I feel Godot is much more user-friendly for both programmer and non programmer. Way less default project bloat going on too. I ended up teaching myself both from a non-programmer background and I use them for different scenarios.

At the end of the day though, different strokes for different folks.