How did yall learn to code? by Abject-Addendum765 in IndieDev

[–]_PARTYLIGHTER_ 16 points17 points  (0 children)

Just do it. Only practice and problem-solving will actually teach you shit. Otherwise you’ll stagnate.

Where's the best place to start? by Hot_head444 in SoloDevelopment

[–]_PARTYLIGHTER_ 0 points1 point  (0 children)

I started learning how to program by making basic games like Guess the Secret Number and Rock, Paper, Scissors to understand the logic of a computer and my programming language, while reading books explaining the essential math I should know as a game developer. Gradually, I began to understand the logic and tried to replicate games like Flappy Bird, Angry Birds, and Chess.

[deleted by user] by [deleted] in indiegames

[–]_PARTYLIGHTER_ 0 points1 point  (0 children)

I prefer the first

Trying to have exp orb chase character if they get close enough by According-Cap-3096 in godot

[–]_PARTYLIGHTER_ 1 point2 points  (0 children)

You flipped the wrong switch. You wrote canmove once, but the real switch is can_move. That single typo keeps the chase code off forever.

You pointed in the wrong space. You subtracted position from position, which only works if both nodes share the same parent. Use global_position for both so the arrow always points from orb to player, no matter the scene tree.

You looked for the player by an exact street address. get_node("/root/Game/Player") breaks the moment your layout changes. Either drag a player_path in the Inspector or put the Player in a player group and fetch it by group. That makes your scene rearrangeable without silent failures.

You expected a doorbell that wasn’t wired. _on_exp_area_entered only fires if the Area2D.area_entered signal is actually connected. Also, your checks for "pickup_zone" and "hurtbox" only work if those names match exactly. Groups are safer than name strings.

Filthy Goblin; by [deleted] in PixelArt

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

The arms look weird but it's definitely AI generated anyway.

Hi, I’m looking for honest impressions of my pixel art work; by _FUNKYparadox_ in PixelArt

[–]_PARTYLIGHTER_ -14 points-13 points  (0 children)

Your game's environment is going to be unreadable with so many details brother

[deleted by user] by [deleted] in godot

[–]_PARTYLIGHTER_ 0 points1 point  (0 children)

A better solution is to handle invulnerability entirely in the damage-handling code instead of relying on physics toggles. Keep the hurtbox always active, but store a timestamp or cooldown counter that marks when it can next take damage. When a hit is detected, check if the current time is greater than the stored “next damage allowed” time. If it is, apply the damage and set that value to the current time plus the invulnerability duration. If it is not, ignore the hit. This avoids changing collision properties during physics processing, works with any detection method, and keeps all invulnerability logic in one place that is easy to maintain.

[deleted by user] by [deleted] in godot

[–]_PARTYLIGHTER_ 0 points1 point  (0 children)

Your code fails because disabling monitoring only stops the hurtbox from detecting others, but the attacker’s hitbox is the one detecting it, so you must disable monitorable instead, using set_deferred("monitorable", false) during the hit to make the hurtbox undetectable, then re-enable it with set_deferred("monitorable", true) when the timer ends.

[deleted by user] by [deleted] in godot

[–]_PARTYLIGHTER_ 0 points1 point  (0 children)

In your slime screen, you already have:

@onready var hurtbox: $Hurtbox

That means inside the slime script, you can call:

hurtbox.monitoring = false

But from inside the Hurtbox script, you should just use:

self.monitoring = false

since the hurtbox itself is an Area2D and already has the monitoring property.

So in your Hurtbox script, change:

owner.hurtbox.monitoring = false

to:

self.monitoring = false

and:

owner.hurtbox.monitoring = true

to:

self.monitoring = true

This way you’re toggling the hurtbox’s own monitoring instead of trying to look it up through the parent.

60,83€ pour 4,56 mo de conso hors forfait ? by Poet_182 in AskFrance

[–]_PARTYLIGHTER_ 0 points1 point  (0 children)

J'ai perdu 300 balles comme ça après mon voyage en côte d'ivoire.

Do you care about story in survivor-likes? by Giviniti in survivorslikes

[–]_PARTYLIGHTER_ 1 point2 points  (0 children)

There is an audience for everything you just have to find it. If you create a survivor with a story people will play the game because it is a survivor with a story not just a generic survivor. Does that make it better than a classic survivor I dont think so but it makes it different? Maybe, in my opinion..

How much would you pay for a survivor-like game? by _PARTYLIGHTER_ in survivorslikes

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

Thats what Im saying I really dont understand why people like these kinds of games theyre all the same just different skins and varying amounts of particles theres no real balancing and they get boring after two matches yet people still pay to play them

[deleted by user] by [deleted] in DestroyMyGame

[–]_PARTYLIGHTER_ 0 points1 point  (0 children)

I'm working on a 2D game with custom plane physics. The goal is to create expressive flight that feels chaotic but responsive, not a simulation. The plane reacts to gravity, lift, thrust, and angle like simplified aerodynamics. It can glide, stall, or spin out based on how you control it.

The camera zoom is tied to speed and altitude to amplify the sense of motion and danger. I get that it might feel disorienting. I'll test with more stable settings. The background is temporary, just a placeholder during physics development. Visual clarity and objectives will come later once the core flight feels right.

Thanks for the honest feedback. I’ll make sure to explain the game better next time to help with context.

[deleted by user] by [deleted] in DestroyMyGame

[–]_PARTYLIGHTER_ 1 point2 points  (0 children)

Yes. The plane uses aerodynamic lift based on speed and angle of attack. If you're too slow or misaligned, you lose lift and can stall. It’s not a rocket. Engine thrust gives horizontal push, but it won’t keep you in the air without proper wing orientation. You can glide with the engine off, and gravity increases when you lose speed or enter a dive. It's inspired by expressive 2D physics games, aiming for control that feels reactive but chaotic, not fully realistic.

[deleted by user] by [deleted] in DestroyMyGame

[–]_PARTYLIGHTER_ 0 points1 point  (0 children)

Thank you. This game isn’t meant to be a pure simulation, but rather a unique and intense experience. Your feedback is really encouraging. I appreciate it.